I created a PickupInterface blueprint, with one function OnPickup, 1 input as Actor and 1 output as Bool. Then a Pickup blueprint derived from Actor that calls that OnPickup function. Everything compiles fine.
Inside HeroTPP’s blueprint (yes, ripped from Shooter example), I set it to implement PickupInterface_C. Then in “My Blueprint” tab under “Graph”, an interface category shows up. So I edit this to “implement” the pickup logic. Compile HeroTPP, crash! Reload project, crash! Reload project, crash!
Have to delete Pickup blueprint to stop the crashes … and I can reproduce this constantly.
Can’t work like this, am I using interface wrongly ?
I am looking into this issue and had a question, does the crash occur when implementing this on a different character blueprint other than the HeroTPP (I’m assuming you migrated PlayerPawn from the ShooterGame project?).
I didn’t try it on a different character blueprint, only HeroTPP, and yes I migrated the files from ShooterGame.
We changed the way we do pickup. It doesn’t crash that often anymore, and I found that everytime I changed name or input/output parameters to an interface function, the chance of crashing during compile increases. So, we compiled the source and run it from vs2013express. It crashes often during compile after interface changes at UBlueprint::GetAllGraphs function, at the bottom where you call Graph->GetAllChildrenGraphs(Graphs), Graph pointer seems to be null.
I wanted to follow up and see if the crashing issue is still occurring after the 4.2 update. There were multiple fixes with the update and possibly one of the fixes helped with not crashing your Blueprint. If the crash is still happening, please do let me know so I can look into it.
Hi, haven’t had any crashing involving interface and blueprint compilation after 4.2 update. Some of those fixes must’ve fixed the problem I was having.