FUnitSettings type redefinition problem

Hi!

I used struct FUnitSettings for some time in my project both in C++ and Blueprints. After updating to 4.25.3 seems like Unreal team created their own FUnitSettings so my struct throws errors

C2011: 'FUnitSettings': 'struct' type redefinition

It’s pretty clear that I should rename my FUnitSettings - but since this struct also used in Blueprints, I can’t launch my project. Unreal Engine advises me to delete this variable from Blueprint, but no matter what choice I would make I’m getting this crash:

Assertion failed: false [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraphPin.cpp] [Line: 1875] Pin named StructOut was serialized while trashed - requesting pin named StructRef owned by node K2Node_SetFieldsInStruct_1

What should I do? And how I can downgrade my 4.25.3 project at least to 4.25.1? Everything works fine there

Using a namespace won’t solve your problem - Epic don’t plant to support these workarounds: https://answers.unrealengine.com/questions/397325/does-ue-410-support-uclassustruct-in-namespaces.html. I would rename the struct without downgrading the project.

Unfortunately, renaming struct gives me error with “Assertion failed …” like it was mentioned earlier, since that variable is used in several Blueprints in the project and Unreal can’t just delete those variables by himself. Since it’s all a binary files, I can’t delete them too.

I also checked Unreal GitHub source code history for FUnitSettings and seems like that class was in Unreal Engine for a very long time - but how I managed to build my project that whole time (project is 2 years old) without getting this error earlier is a mystery for me.