Error when packaging my project

So I tried to package my project, but I got the unknown error warning. I read somewhere to search the logs for a warning, and found this:
LogSlate: Warning: The command ‘BlueprintEditorSpawnNodes.AddActorRefAction->CommandInfo’ has the same default chord as ‘BlueprintEditorSpawnNodes.(Class=/Script/BlueprintGraph.K2Node_Knot Key=R Shift=false Ctrl=false Alt=false)’ [R]

Since i am new to ue5, I don’t know what that means.
before packaging, I installed the latest version of SDK.
I hope that you can help me.

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Did you tried to find that specific Blueprint?
Maybe you will find the answer there.

You have the Info about the faulty command.

But As I can see, this message is just a warning and should not be the reason for the error.

Is there any red flagged error messages in this log?

@Flame_Trooper

Welcome to the Unreal Engine Forum! As Dr mentioned, I’d start with the blueprint file it’s referencing and see if you can find the problem the error is mentioning. If you can’t, post back and we can look further into the specifics.

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Hi @FrostyJas
I have the same warning when “Resave All” is exectuted from “Content” folder.
As far i know i have not any file called “BlueprintGraph.K2Node_Knot” in my project…
In fact, i have not this path any where (i think) “/Script/BlueprintGraph.K2Node_Knot”
¿Any idea how to solve it?
Thank you so much!!

Hi @Ivan3z

If you are unable to find the file in the project, you could try moving everything over to a new project entirely and then run it and see if the error continues. It could even be that the file being referenced is not in your files. But, is being called/referenced by a file inside your project. (A blue print usually) I’d start there and check all of your blueprints.

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Ok, i think i’m going to try to find the blueprint first because all my BluePrints are empty.

I use them as prototype only and then write the code in C++.
Maybe i forgot to delete some node and it is causing the problem.
If it was the problem i will post here. Maybe it help to someone else.
Otherwise, i will migrate my projet to a new one.

Thank you so much for you help @FrostyJas !!

Hi @FrostyJas

You are right!!
I don’t find the BluePrint is causing the problem yet, but i found this:
This is the code of a BluePrint Node for call a function:

Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_0" ExportPath="/Script/BlueprintGraph.K2Node_CallFunction'/.../MyBluePrint.MyBluePrintr:EventGraph.K2Node_CallFunction_0'"
....
End Object

And “K2Node_Knot” seem to be a base class for some nodes

https://docs.unrealengine.com/4.27/en-US/API/Editor/BlueprintGraph/UK2Node_Knot/

And this guy says it can be used to reroute an spawn nodes.

So now i just need find where is the problematic node.
I hope this info help to others!!

Thank you so much!! :heart:

You are most welcome! I’m glad we could find the problem! Have a good week!

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I had a similar warning in my Output Log and it turns out it was simply because my editor hotkeys for Reroute Node was ‘R’, and the default hotkey for ‘Add Selected Actor Reference’ is ‘R’ as well. I simply overrode the former and it’s gone.

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Thank you so much for sharing your solution!! :heart:

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