I connected the spawn_x_idx and the spawn_y_idx to the “converters” and those to “format text” and then I hit compile. The compile raised this error.
I’m getting a LOT of crashes in the Blueprint-mode today anyway. 9/10 times when stepping through a blueprint. It just closes the editor, no crash report and no error nothing.
Note that an engine restart + compile dit NOT fix this particular bug. But I did lose all my open Windows within the editor (didn’t ask me to reopen them)
Oh I just noticed that the output window gave me this warning upon opening the level blueprint again: LogBlueprint:Error: Broken Node: K2Node_FormatText /Game/Maps/Example_Map.Example_Map:PersistentLevel.Example_Map.EventGraph.K2Node_FormatText_1 keeps removed/invalid pin: EdGraphPin /Game/Maps/Example_Map.Example_Map:PersistentLevel.Example_Map.EventGraph.K2Node_FormatText_1.EdGraphPin_30974. Try refresh all nodes.
I found the workaround here. A 5 month old bug… Still here. I deleted all the nodes around “format text” as well and I actually managed to compile now. I hope it stays stable and that it will be fixed.
Also note that upon reloading my project, the engine lost the “format” text but still had the pins present. That is obviously not good.
I also have 2 for-loops at the start of my blueprint.
I can’t post all of them. Some of those logs are over 100MB in size. I can however post the smaller ones. I uploaded only those <1MB in size and compressed them: link text
I also have a lot of crashes lately where the UE4 engine crashes on me when I set a default for some float-variable inside of a function to an integer value of 0 or 1. But usually after 2-4 attempts it will allow me to set it without crashing on me.
I don’t mind sharing with Epic. But I’m sorry but I already got rid of the bug by deleting the node and all nodes that were ever connected to it. Then I recreated them and it did not reoccur again. That was about a week ago. The project would no longer be any good for recreating the problem I fear, because it changed so much by now.
It is good to know that you are no longer experiencing this error! If that is the case it won’t be necessary to send us the file as it won’t help us find the problem. If this occurs again, please comment back with the information and I’ll be happy to take another look. For now I will mark this as answered for tracking purposes.
I just came across this issue. I had the setup in the image and simply replaced the AND with an OR. Then I CTRL+Z’d a couple of times and CTRL+Y’d a couple of times and UE4 got upset with me!
Are you able to reproduce this in a blank project with no additional content or is it limited to one project? Which version of the editor are you currently using?
Editor version is 4.7.5 and the project I used was the InventoryUMG example from the Learn area so should be easy to get hold of. This is all happening in the MyCharacter EventGraph within the pickup bubble. To the left of the image I’m simply looping through an array of Can Pickup actors and then on the right branching depending on multiple conditions.
I really think it’s the combination of undo/redo that’s confusing the engine. FWIW I also have the UI graphical effects turned on in my UE4 settings.
Unfortunately I haven’t been able to reproduce this on my end. Can you try this in a new, blank project with no additional content and see if this occurs again? Is there any additional information you can provide that would help me to reproduce this? Thank you!