Fixing multiple broken references to self... best way?

I would like to duplicate an actor to make variations on how it functions in the world. However duplicating the Actor breaks all its internal references to Self since it now has a different class name.

Is there a tool or technique to fix multiple broken references (to the same asset) easily? Otherwise it is a matter of going through the duplicates, deleting the broken nodes, creating new self ref and new targets, reattaching…

(Yes, this is a candidate for inheritance but this is prototype stage so this seems more direct. However if implementing inheritance on this particular Actor is more efficient than fixing its references maybe that is the better way.)

Does this work for you?

Core Redirects | Unreal Engine 4.27 Documentation

Core Redirects | Unreal Engine Community Wiki

A quick look and I think that is the idea. Will dig a little deeper into it.

Well, not sure. It looks like it would do a global change, so it would also effect the original actor? And is it a run-time thing or does it save the results of the redirecting in the blueprint when it loads into the editor?

So for a clearer idea of what I am trying to fix: I duplicated the Actor BPReferee to make two new versions, BPRefereeSimple and BPRefereeInternational. So all the connections in the new ones that point to self use BPReferee. I would need to change them to BPRefereeSimple and BPRefereeInternational respectively. Maybe CoreRedirect could fix those, not sure how to implement. Is there a way to do that in the editor?

RefereeDupActors_01


RefereeDupResults_02

It is a global change. Redirectors are processed when the editor loads, but only assets resaved with the CoreRedirector installed will have the redirect written to file. The idea would be to install the redirector, resave the assets you want to redirect references, then uninstall the redirector and reboot the editor. If you do this for BPReferee to BPRefereeSimple , then BPReferee to BPRefereeInternational, that would be the idea. Make backups as always.

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Not that I know of. Of course you could manually update the property and all the pins, that’s what Blueprint is like. From the error screenshot you posted it seems doing it manually would be quick, there aren’t a 100 of them errors.

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Agreed. Just wondering if there was a more efficient way I might not have known of. Thanks!