Working on a game here and someone just started getting this peculiar issue in a blueprint. The blueprint “errors” go away when you hit compile, but the first time you open the map you can’t hit Play because it initially always says there is an error in this blueprint. You can compile and save the blueprint but the error still happens next time you load the map. It happens on random nodes (the nodes are always the same), here’s the Switch Has Authority Node exhibiting the error:
Seeing the same thing here with Foreachloop.
Did anyone ever answer this question? I am having the same issue now.
I get this pop up on various nodes when there’s an error somewhere in the blueprint. My errors weren’t seemingly related to the erroring nodes however. I’d recommend looking at your output log to see what it’s telling you about the errors, and then go bug hunting.
I get this error too, had no problem last time i had it loaded then on new load tonight i have the problem. compiling wont solve it either
Hi everyone,
Does this occur if you delete the switch has authority node and replace it?
Yes it will still fail the next time it’s loaded.
Which version of the editor are you currently using?
I think when we were seeing this it was probably in 4.5, and I think it had something to do with enums created in BP. This was all prototype work though and we have moved into production so most of these larger systems are now in C++ with blueprints doing higher level stuff, and we haven’t had this issue since. I do think the bug exists unless there’s been some new stuff relating to that.
If anyone is still experiencing this, please check to see if it is occurring in 4.6.1 for you. If so, please let me know.
Yes, I am getting this error on a blueprint with my ForEachLoops (using 4.6.1). A simple compile will remove the errors until I restart the editor. I added a “Switch Has Authority” node to it in a different area of the blueprint (that had no errors) and on restart that switch has the same K2Node_MacroInstance error. I wasn’t getting any errors with this blueprint until I made another blueprint based off of it (inheritance). I think it has something to do with that.
I was also using a custom enum in this blueprint, plugged into the For loops, however the authority node was just coming off of an event begin play and was getting the same error.
For anyone looking, my workaround for this is to build the base class in C++ and over ride all the functions in blueprints.
Can you show me a screenshot of what you had built? I haven’t been able to reproduce this on my end so any specific steps that I can take to recreate this would be very beneficial!
Hi everyone,
We haven’t heard from you in quite some time. I am marking this thread as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information. Thank you!
I’m experiencing this error in 4.6.0. Get All Actors of Class → ForEachLoop.
Can yo uupdate to 4.6.1 and see if the error still occurs?
I had the same problem with 4.6.1. Here’s the original blueprint, which refuses to compile and also causes ForEach loops in other functions to throw the same error:
I tried reconstructing the code until I ran into the problem and discovered that the issue is related to a local variable and the return variable having the same name, like so:
The editor doesn’t let you create a local variable with the same name as an output, but it lets you create an output with the same name as a local variable. You might want to fix that.
Hi apogeedwell,
Does the error continue after you change one of the two names to something different? This error has been a consistent thorn in the side of many developers and this could potentially help immensely with finding the root cause of the error.
Hi whfissler,
Do you have a project you would be willing to share that is showing this error? I would be happy to take a look and see what might be occurring.