Issues with Newly updated 5.2 project

Hi folks!
So we are working on a project, previously was running on 5.0, but we finally got wwise to be updated to a compatible version with 5.2

The game runs fine in the editor, and there’s no “errors” or crashes. But when building I start getting errors like:
LogScript: Error: Script Msg: /Game/GAME/Characters/Cat/Cat_Anim_Cat_Landing : Failed to add Bone control with name )

or

PackagingResults: Error: [AssetLog] D:\GitHub\NightRaid\NightRaid\Content\GAME\UI\mainMenu_2\UI_mainMenu2\storyBTN_BP.uasset: [Compiler] In use pin Actor no longer exists on node Post Event . Please refresh node or break links to remove pin. from Source: /Game/GAME/UI/mainMenu_2/UI_mainMenu2/storyBTN_BP.storyBTN_BP
PackagingResults: Error: [AssetLog] D:\GitHub\NightRaid\NightRaid\Content\GAME\UI\mainMenu_2\UI_mainMenu2\storyBTN_BP.uasset: [Compiler] Could not find a function named “PostEvent” in ‘storyBTN_BP’.

But when I open those files, there’s no error present… am attaching here the log, but I am kind of at a loss, no compilation errors when opening the bps nor any of the “missing nodes” .

Any clue what it might be?
Thanks in advance!
(Game built fine previously on 5.0 and the error on the curves seems to be at the plugin “animation data”)

NightRaid.log (1.6 MB)

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One extra thing!
The cook process might completely freeze on the animation files.

Stuck there for the last 25 minutes

A little more information, re importing the asset does nothing, and it seems like it’s a set of assets causing this, perhaps how they were made might be the issue.

Also, the editor won’t freeze if it’s the build done on that machine.

SO! I finally fixed this, the first thing I did was that all the animations that were not “working” I would have to try and open and apply compression to them. Some I might need to access through the animation blueprint. This would allow the build to access the animations and stop the editor from freezing!

Now, then another thing not mentioned, but needed was to modify the uplugin file, of any plugin that might be used runtime, so for example, our wwise plugin needed to be set as Engine Version 5.2 in order for it to compile properly!

Luckily these 2 things gave me back my builds!