Hi, I have a blueprint class that spawns different meshes (through construction script) and actors (in the event graph under BeginPlay). While working in one of its functions, I made a mistake and created an infinite loop: The editor freezed when I compiled.
Now, whenever I click on the blueprint or try to edit it, the whole Editor freezes. I found a log saying that it went over 1 million repetitions in a specific function.
I realized that whenever I try to open the blueprint, UE compiles it, causing the whole editor to freeze.
This is a problem since I know the function that has the loop with issues, but I cannot edit it since opening the blueprint editor compiles and freezes everything.
I was wondering if there is a way to disable its construction script, or stoping the blueprint to compile whenever I open it.
I need to edit the blueprint without UE running or compiling it.
I am really trying to avoid recreating it since it is quite a long script.
I can’t think of the proper way, but maybe if you are lucky you can edit the right parameters in the Property Matrix so the loop doesn’t happen? Depends on your code.
I found out a way around it.
I’ve seen a lot of posts here and in reddit saying a similar thing: not being able to edit back a blueprint since it crashes the editor as soon as you click on it.
I did not know that autosave files are stored directly in the saved folder. Directly in the file explorer, I just erased my corrupted blueprint, and replaced it with the corresponding file from the autosaves folder which had an older date. I also cleaned the name, erasing the _Auto#.
That worked let me open the blueprint again without me losing it completely.
I still find ridiculous that unreal doesn’t have a direct way of opening the blueprint after an accidental infinite loop is created.