ExposeOnSpawn Ambiguity corrupts Event Blueprints

Log: http://pastebin.com/9r3nG6du
The issue is… peculiar, yet critical.
Upon placing a reference of a child of one of my classes (SABuff) in another one of my classes (SBGenericCharacter), and restarting the editor / cooking (A simple blueprint compile will NOT trigger this), all the Event signatures in the SABuff_Child become corrupted, swapping out all inherited events for new custom events (BeginPlay, Destroyed, etc) and placing a warning on all references to the variable with the ExposeOnSpawn issue.
This seems to happen only in the specific respective inheritance trees: Somebody on Slack suggested it could be a unresolved cyclical reference issue.
Sadly there’s 500+ classes inheriting from the specific root blueprint (SDamageCausingActor), so it’s really not feasible to rewrite that.

Oh, if a project zip can be of any use, just tell me where to send the zipped up project \ P4 credentials.

Hey aureon,

You can send the zipped up project to me on the forums through PM: https://forums.unrealengine.com/member.php?160394-Sean-Flint

Thank you for providing the project. I have a few questions:

  • What version of the editor are you working in? Are you using a Source or Launcher build?
  • Can you reproduce this issue in a clean project? If so, please provide repro steps.

Launcher build, 4.12
I haven’t tried a clean project repro yet.

Give this a try in a clean project and then let me know if you’re able to get the same results. Please provide the steps if you are able to reproduce it.


I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.

Have a great day