Hello Hypocrita,
From looking at the log, there seems to be a lot of errors related to blueprint compilation issues. Are all of your blueprints compiling without any errors? I would suggest press ctrl + F while looking at the log to search for the word “Error”. Most of the errors are self explanatory and should point toward where the issue is occurring. I’ll give a couple examples:
LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/Blueprints/AllLevels/PlayerSaveGame.PlayerSaveGame_C:S_PlayerInfo'. Unknown structure.
LogClass:Warning: Property S_PlayerInfo of S_PlayerInfo has a struct type mismatch (tag STRUCT_REINST_PlayerInfo_0 != prop FallbackStruct) in package: ../../../../../../Users/anon_/Documents/Unreal Projects/Sandaia/Content/Blueprints/AllLevels/PlayerSaveGame.uasset. If that struct got renamed, add an entry to ActiveStructRedirects.
This one is due to a Struct property that you’re referencing not being found. As it mentions, the struct may of been renamed at some point and something could still be using an old reference.
LogBlueprint:Error: [Compiler S_Character_Master] Error This blueprint (self) is not a SceneComponent, therefore ' self ' must have a connection.
This means that there is a node in S_Character_Master that needs a reference to a SceneComponent to work correctly. Since S_Character_Master isn’t a SceneComponent, leaving the default input of “Self” won’t work.
There are too many errors to go over all of them, but if you have any questions about a particular one that doesn’t make sense, please let me know and I’ll try to help.