I’ve narrowed down the problem.
To create these conditions in a project the following will be a condition to create it.
- You call a blueprint child of your game mode which has a header such as this in the c++ gamemode.
//// GibballGameMode.h
public:
// If I comment this out and the implementation of it in the cpp it will load the project.
AGibballGameMode(const FObjectInitializer& ObjectInitializer);
//// GibballGameMode.cpp (this had to be commented out in order to load as well…)
AGibballGameMode::AGibballGameMode(const FObjectInitializer & ObjectInitializer)
: Super(ObjectInitializer)
{
// set default pawn class to our Blueprinted character
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/Player/BP_Player"));
DefaultPawnClass = PlayerPawnClassFinder.Class;
// use our customer HUD Class.s
HUDClass = AMyHUD::StaticClass();
PlayerControllerClass = AMyPlayerController::StaticClass();
PlayerStateClass = AMyPlayerState::StaticClass();
GameStateClass = AMyGameState::StaticClass();
bDelayedStart = true;
}
My findings conclude that there is a conflict with the Blueprint Child of Game mode calling the StaticClass which causes the editor whom when a blue print is the game mode no longer protects the overrides. perhaps causing an infinite loop, one is waiting for the other?
So far I believe i can accomplish what i want now.
PS. this is UE4.11.2