I have blueprint classes derived from a C++ class I have created. At some point during development I will eventually find that my blueprint has broken due to one of the following issues
Blueprint becomes completely broken and will not open at all
Blueprint opens fine, but some component’s details within the blueprint is empty
Recreating the blueprints have taken a large amount of time away from my project, so I’m trying to get to the root of the issue.
How do i prevent this from occurring? What best practices should I follow to avoid this?
I faced the issue of components appearing empty a few times.
The only “solution” I found was to “hide” the component from BPs (Remove the “VisibleAnywhere” stuff), compile so it’s not in the list anymore, then set back is visibility to normal and compile again.
While it is not a full solution, it still avoids the need to totally recreate the blueprint in this case.
I would be happy to know if someone has a better solution to this problem as well still.
Thank you for the reply @Frenox81 and this is something i am ultimately willing to do if it resolves the issue. I’ll mark this as the solution if its working for me and no one else has found a way to improve both of our processes.
I have noticed that you can export blueprint classes as T3D objects (Asset Actions > Export). I’m trying to find out if there is a solution to recreate objects from this, or to use it to recover broken blueprint classes. I’m considering creating one myself.
If anyone else has a solution, or any ideas for the T3D objects, please let us know.