Invalid Parent Class with Custom Class Blueprint? Can't Open Blueprint based on custom Source

So my programmer has submitted his source code and compiled DLLs with our custom Pawn, Gamemode, PC, etc. and associative blueprints in the editor. When I hover over them it shows the parentclass as class’Script/[OurGame]/Class’ then when I double click to open it, it throws an error saying invalid class, the parent class may have been removed then it nulls out.

We’re dumbfounded, I built source from a new install and generated project files, rebuilt everything and still had the same issue.

We’re both at a loss trying to figure this out and can’t proceed until we figure this out.

Is there perhaps a directory mismatch or something?
He runs his UE4 Source out of C:/UE4
Our game out of C:/UE4/OurGame

I run my UE4 source out of D:/UE4Code
and the game out of D:/OurGameUE4/OurGame

The DLLs are in the right Binaries/Win64 directory in the game setup, the source is there, there’s no Build folder in the game (there is in the UE4 of course).

Any ideas?

It’s almost like the editor isn’t reading any of our custom code, I don’t see any of our classes as an option in blueprint creation even though they successfully compile.

Am I missing a step here to link the editor to the code? Our programmer has no issue using these files or no errors, it’s just on my end. But with a remote team we need to get mine working so it can be distributed to the rest of the team.

I suspect you just copied his source and content directory on top of empty project thats why your dll is not loaded.
You should copy Config, Content and Source directory (other files should be ignored as they generated for you) and uproject file from your programmer and then generate VS project files (Right click uproject and there option for that)

We also use C++/Blueprint hybrid in out project and coping all those files i listed works for us.

Yes we did just grab source from Perforce, the content directory already existed. I had him push his Config folder and the content he created as well and it still didn’t do anything. We already had a content build and project file I used (based off of the third person blueprint template).

I generated my own VS solution from our .uproject and rebuilt that and still didn’t recognize the DLL on my end, everything works fine on his. Super frustrating because we have to make this distributable to the team.

Could you place all stuff i told about to Perforce, best would be if programer would do that as he got working copy, then out of new clone (or whathever it is called in Perforce) generate project file compile and run (thru VS would be the best)

Thank you, the uproject was the only file we didn’t have checked in. Now it works fine, thanks!