Interface Events Keeps getting overried

Hey there!
It has been a long time since I’ve not posted anything here but there’s a very weird behavior with my player BP, I would call it a bug but since I’m not sure I prefer to consult the community’s knowledge before jumping to conclusions.

So, I have an interface called “player calls” used by enemies and stuff to interact with the player, for example, increasing its kill count or creating a hit maker if it’s being hit.
So, on my player BP, I implemented this interface as I usualy do, and created the events for the actions I want to execute.
In my case I have two : “Hit enemy” play a hit marker sound and dislay a hit marker on the screen
“Kill enemy” increases kill count, plays a special sound and calls an event dispatcher (used for some gameplay things especially during the tutorial).

However, for some reason, everytime I restart the engine, those events are not binded to the interface anymore. They get “duplicated” (Idk if that’s exactly what happends) and a “_1” is added to their name. “Hit_enemy” becomes “Hit_enemy_1”.

I first thought of a naming conflict, so to prevent that, I named the interface events something super specific :
image
But the issue still the same, after reloading the engine, my events are duplicated and not linked to the interface anymore.

Any idea where this can come from?

Thank you very much,
Best,
Louis

I must mention that everytime I of course delete the events and implement the one from the interface again. It works as expected untill I stop the engine and restart it.

Try to create a new bp interface and completely remove the previous one, do a fix up redirectors.
interface often bug out and need to be deleted , then created again.

Hey, I’ve tried your solution, yesterday I deleted the old interface and created a new one from scratch, however the issue still occured. Today when I launched the editor I got this again :


The warning translated says :
" ‘EventName’ has been deleted from its interface - it has been replaced by a custom event that will be triggered only if you call it manualy"
with ‘EventName’ being the names I use.

I have no idea why this occurs

Try to add that implemented interface into another bp to test it.
it might be the bp actor itself to be corrupted.

Was the interface added to a parent class or was it added directly to this class?

I had similar behavior with the parent interface.

It seems that this behavior doesn’t occur on a different class.
I must add that my player’s BP is quite heavy and big so this might be what’s causing the issue

This class (BP_Player) is a child class of the character class.
The interface was added only on this class

It most likely the player bp is corrupted, i suggest to create a new bp character and copy paste it content, node, function…

As a rule of thumb always prototype any implementation on a copy project and only add it to the main when it 100% complete per implementation.
This way it can prevent any residue left like renamimg Structure, modifying interface is often a common causes of these kind of bug.