Have the same problem with “Key is Gamepad Key”.
Hello,
I know there was a very similar issue before ( Detecting last input method. Using "Key Is ... Key" causes always dirty Blueprint - Programming & Scripting - Unreal Engine Forums ), but it was marked as solved without apparent reason.
Adding “Key is Gamepad Key” in any BP causes it to be unable to stay compiled. Returning to the graph after turning the BP editor off (or switching tabs inside BP editor) just makes it uncompiled again. Everything works, BP compiles, but at the same time GUI shows icon with a question mark on Toolbar. A bit frustrating.
For now I placed this node inside a macro I use instead. This way bug doesn’t show up until I open the macro itself.
Hello ,
I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.
Quick questions:
- Can you reproduce this issue in a clean project?
- If so, could you provide a detailed list of steps to reproduce this issue on our end?
- Could you provide screen shots of any blueprints/widgets/settings that may be involved with this issue?
Hello ,
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.
Thanks,
Hello Rudy,
Sorry for a late response. The problem still exists in 4.15 in my main project. It seems to affect only my Character inheriting class. Wherever inside its BP I add “Key is Gamepad Key” node it causes this issue, even if not connected to anything.
I was able to reproduce it in a clean project in 4.14 using even Actor inheriting class, but not in 4.15.
Could you try deleting your saved and intermediate folders before updating your project and let me know if the issue still occurs? Could you also provide answers to the other questions asked in my previous post?
This is happening to me as well in 4.15 - having the “key is gamepad key” node in any blueprint (I tried Character, PlayerController, even just a shared function library) causes the blueprint to remain “dirty” after compiling (you never get the green tick). As soon as you delete this node, it compiles fine.
This does not happen in a clean 4.15 project.
Deleting the Intermediate/Saved folders (either before migrating, or on the already migrated project) doesn’t help.
Hello Spoondog,
When you say “migrating” do you mean updating or are you migrating your assets from one project to another? If it is that latter of the two, could you try deleting the saved and intermediate files before updating?
Additional information:
Migrating: Moving assets from one project to another (usually the same engine version) through a method such as: Right click → Asset Actions → Migrate
Updating: The process of changing engine versions to a newer version. One way to do this would be to Launch the newer version of the engine → Open project → Find the project you would like to update → Open a copy
I am also having this problem in 4.15.2. Any ideas on a fix?
Hello ,
I have a few questions for you that will help narrow down what issue it is that you are experiencing.
Quick questions:
- Can you reproduce this issue in a clean project?
- If so, could you provide a detailed list of steps to reproduce this issue on our end?
- Could you provide screen shots of any blueprints/widgets/settings that may be involved with this issue?
Hi Rudy, sorry for the belated reply, I didn’t see a notification of this message - by “migrating”, I meant “updating” yes - opening the project in 4.15 using the “open a copy” method.
EDIT: I thought I had narrowed down the issue but I was wrong… as soon as you even view the event graph with the “key is gamepad key” node in it, it goes to uncompiled state. I’ve still narrowed it down slightly - I can get rid of the problem by deleting some functions that are in my Character, but no one function seems to be the problem (there is more than one problem function, or a combination, that is combining with this “key is gamepad key” node).
I did manage to get the problem to go away by duplicating the character class… BUT doing that in my project is not simple… I’ll have to update a lot of references to the character class in other classes/function inputs etc. So I may just stick with 's approach (put it in a macro and just hope that it’s not really causing a problem under the hood).
yes Rudy, any project that has the event: “Any Key” firing causes the issue. Now I need that event, it says compiled, but my char don´t move. If I hook the event off, the char moves again, so this event is breaking a lot of things, but is extremely useful…
Hello FilipeTessaro,
After doing some digging I found that the original poster’s issue was a known issue. I have provided a link to the public tracker below. Please feel free to use the link provided for future updates.
Link: Unreal Engine Issues and Bug Tracker (UE-22761)
Make it a great day