Update:Read my answer bellow, it’s a problem with blueprint compile manager, and it’s affecting not only structs but all dependency data.
Hello, i have a problem that when i have exposed structs at spawn, it broke the connections always when i change something inside the struct.
But the problem is it compiles without any error and doesn’t indicate me the spawn node which broke the connection, then i have to find it manually by disconnecting and connecting again the struct pin. If the struct is broken, it won’t let connect the pin saying it aren’t matching structs. To it works again, i should change to another class to spawn and back to class i want to spawn, so it updates the spawn node and let me connect the struct again.
So the problem is the struct updates, but spawn nodes don’t and also don’t show it as a compiler error.
I have this problem with: create widget with exposed struct, spawn actor from class with exposed struct. I didn’t tested with other spawn nodes.
Theres someway to that nodes update automatically when i change a struct exposed at spawn? Or at least make them show a compiler error that i can identify the invalid connection, instead having to find it manually?
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Found the problem that is the new blueprint compilation manager. It’s not compiling blueprints which you doesn’t change nodes on it. And it will replace some previous system of blueprint compilation, but it’s currently not working properly. It’s affecting all logic that you change, not only structs as i mentioned above, for example i tested it with a macro, if i just change the macro and don’t compile the blueprints which use the macro manually, them doesn’t work. So if you change anything that modify other blueprints in dependency you have to manually compile the blueprints in sequence or it won’t work. I don’t know if it will be fixed, cause it requires that the compilation manager compile all blueprints which have connection with one that you changed and in right order
Thank you for your very detailed bug report. This has been fixed and will be part of the 4.20.3 hotfix release.
The bug can be reproduced outside the compilation manager by manually refreshing the SpawnActor node in ActorSpawner after changing the struct. There are a number of other user actions that could trigger this node refresh so be careful after changing your struct until the hotfix is available!