Maximum number of UObjects (8388607) exceeded

Hey,

I just switched engine version to 4.12.5 and it is pretty much working except for 1 thing.
I can not compile my PlayerController Blueprint.
When I open the PC Blueprint it is compiled and ready, and I can play the game.
But as soon as I recompile it takes a looong time to compile, and then a breakpoint triggers saying:

“Maximum number of UObjects (%d) exceeded, make sure you update MaxObjectsInGame/MaxObjectsInEditor in project settings.”), MaxElements);

The maximum is set to 8388607 and I have never changed this value. Just to be sure I increased it greatly and it still did not work.

It compiles fine in my previous engine version.

I get nog errors in my editor log. The last thing that is written is:
[2016.08.22-09.27.45:669][627]BlueprintLog: New page: Compile PlayerCharacterController

I also do not get any errors while opening the project.

Is there a way to see what node/function is causing the maximum number of UObjects to exceed?
It is a pretty extensive blueprint so it would take some serious time to debug by debugging node by node etc.

Thanks

Oh dear lord I have “fixed” the issue.
It was pure luck (and time spent) that I found the problem.

First I tried to manually delete node by node in the eventgraph and I still could not compile. I had to delete every single
node in the graph before it compiled and that is not really the best solution… =)

Then I tried another thing… I duplicated the controller, and that actually compiled.
So I tried to hack my project by renaming my old Controller to a temp-name , and then rename my duplicate controller to the previous used name.
Then I saved my new duplicated Controller and exited the editor without saving anything else.

When I the loaded up the engine. My Player Controller had successfully been replaced by my duplictated version which compiled fine.

Did it work? No.
Same error.

So I reset back before I made the previuos step and made a new copy of the Controller and decided to manually replace all references to the old controller to this new one.
Since my Player Controller is pretty much referenced in every blueprint in the project several times it was a time consuming effort
I checked back once in a while to make sure the Controller still compiled.

And suddenly… after replacing almost all references of my old controller it stopped compiling again.

So I used the auto backup files to restore blueprint by blueprint, until it started to compile again.

And seriously, I almost started crying.
It was an unused Macro Library that I havent opened in like 1 year, that had a macro called “GetPlayerCharacterController”.
An extremly simple macro with just GetPlayerController → CastTo PlayerCharacterController.

I do not understand what is wrong with that macro, and I dont even use it so I deleted the macro.
And now it works.

So I will add “Check macro libraries” to my debug list in the future.
Me = Happy