http module breaks project!

Please H E L P!

Been working on an android app in Unreal Engine 5.3 that utilizes http requests. Everything was going swimmingly until I connected the wrong input to an http request node. Now the project will not open. If I remove the widget blueprint, the project does load so the issue is definitely with the node in the blueprint. I will include the crash report at the end.

I just need to remove the node so I can load and recover the rest of the my project. Is there any way to edit the blueprint file (.uasset) without opening it in Unreal Engine and resulting in a crash?

Months of hard work is now inaccessible because of this one node. Please halp.

This is the crash report:

Assertion failed: Result [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\EdGraph\EdGraphNode.h] [Line: 586]

UnrealEditor_HttpBlueprintGraph
UnrealEditor_KismetCompiler
UnrealEditor_KismetCompiler
UnrealEditor_KismetCompiler
UnrealEditor_UMGEditor
UnrealEditor_KismetCompiler
UnrealEditor_Kismet
UnrealEditor_Kismet
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Months of hard work

Sorry if it’s sounds rude, but that’s the point when you learn about VersionControlSystems. In case you already have one set up - just revert to the last valid commit, which should be no longer than a day or few days ago.

As for your exact question, while it should be technically possible, i never heard about such tools.

If I remove the widget blueprint, the project does load so the issue is definitely with the node in the blueprint

I can see two options:

  1. Remove troubling BP and recreate it from scratch
  2. Download debug symbols for your engine, see which function exact causing troubles, rebuild engine while commenting out the whole function body(or just the part of it, depending on where it fails), probably you will be able to open this BP with modified engine. No guarantees, but there are the chances

Thank you for your reply. How do I comment out parts of the code if the blueprint won’t open?

You can’t really edit a blueprint uasset file outside of unreal. It’s a proprietary file format.

Inside it is not really human readable as most parts are stored in binary format.

In case you asking about my proposed solution - you don’t do it in blueprints. You doing it in c++, where sources are always there.

Oh, sick! That sounds like the perfect solution. What do I open the blueprint file with so that I can edit the underlying c++?

the idea wasn’t about opening blueprint file, but about modifying the engine source code that this bp-file is referencing to. And to find which one file\line it is - you need the debug symbols first; You also need to setup visual studio and study the guide about rebuilding engine from sources… which probably isn’t worth it unless you already have idea what i’m talking about. Especially since there is no guarantee this would help