That warning I’ve put it there myself. it’s just a basic log, nothing special happening because of this.
To know what is going on with your project, I’d need code to examine, I can’t do anything without error logs or a project where you can reproduce the error you see because in every project I setup this plugin I don’t see the error you describe above.
I will try to patch this based on the logs you post there, but I can’t guaratee this is going to solve your problem since, again, there’s nowhere I can see or test the error you posted.
So is this solved for you or do you still have this problem?
I quite don’t get your post; those logs look like you are trying to use object pool component with a class that is not a child of Pooled Actor class.
Please show at least screenshots of your blueprints and its parent settings. I can’t help you in the dark like this, you need to share more info or repo project.
Seems like you have a lot of confusion between C++ classes, Blueprint classes, their parents, what should be a child of APooledActor and what shouldn’t and then what should be connected the “Object Pool” pin on the spawn node. I’ve just re-tested the code I see none of the issue you post in all projects I packaged exe game.
I’m trying to recreate the bug in a stripped down version of my project but it hasn’t appeared yet. I don’t think it has anything to do with my competency because everything is working correctly as it should. The problem is when for an unknown reason it won’t compile the executable when packaging the game citing wrongly that an object isn’t a child of its parent class and it is breaking a link to the spawn node every time I close and re-open the project: the link to define the instigating controller.
If I implemented it incorrectly, it wouldn’t work right?
Can you share the log you get that message from the engine when packaging?
Epic changes a lot of things in engine from version to version; this may be something I just didn’t catch when upgrading plugin to 4.17.
Edit:
Btw, I just created again a fresh project and again no luck; this is my “Cook for Windows” output log:
The warnings there are the ones I fire them myself from the plugin for convenience, so still I did not see the error you describe which is annoying because I hate hidden bugs
Hi there !!!
Ive updated from 4.15 to 4.17 today and tried to pack on android atc, i got this error regarding your plugin
i ve made project migrate not duplication from the old one
I replied your email. I’ve got an Android device here; if you send me a project copy with the error I then can find it and fix this issue.
I of course delete the files after I find the bug!
Edit:
Btw, I’m pushing today a “blind fix” for this problem. I have an idea of why this is happening to you, but keep in mind I haven’t seen this error myself so I can’t guarantee it’s a 100% fix.
I also got that Invalid Template Class error. After removing all objPool-blueprints that wasnt needed anymore, the message dissapeared. I believe I had some old blueprints there that didnt have right parent class anymore. But didnt look after it better. Having still over 10 pools and no cook issues.
That may have something to do with invalidation of pins; so this is why I pushed a “reinforcement” code within 1.3.6 to make sure pins won’t ever be invalidated when you have a pool connected to the node. It’s still just a guess since I have never seen this issue myself, but this code patch may have fixed this.
1.3.6 is already live on marketplace for UE4.16 and UE4.17; very worthy upgrade to it now from plugin 1.3.5 and earlier!
After enabling “Use Compilation Manager” in 4.17.2, getting that Invalid Template Class error again. Even after the plugin update. I noticed I didnt have instigator connected to spawn-node if that would cause it. Will try to package demo again tommorow. If “Use Compilation Manager” is disabled, the packaging works, but getting fatal crash when trying launch the game. But dont know if that was related with this error.
Sure, sent. Tried to remake all components and keeping settings as default for used components in blueprint and for spawn. But still getting that error when trying to package. Using only character pools. The template class have {S} Pool Character as parent class. One of the template class is child for character that have {S} Pool Character as parent. But the error is listed 4 times and having 4 components as total.
Edit: Wasnt the child. After removing that, the 3 remeaining pools still give that errror.
Thanks!
I am packaging now 1.3.7 with changes based on the logs you provided; there’s interesting warnings rolling there.
Looks like Unreal 4.17.2 have small changes inside few internal API functions; still, I should be able to see these errors myself as well, the fact they never happen here is still making me mad.
Will submit this another 1.3.7 patch anyways, let’s see how it goes for you.
Just saw and tried it , results… the same…
4.15 = ok
4.16 = only on windows , on android i get some probably java errors maybe not related to your plugin
do you have any idea why this is happening??? i can send you my log
4.17 = Nothing… stil getting the same error about Object-Pool ,also some more added…
BUT…
Ive tried to migrate the Actors related to your Plugin to another project am working on and it worked as inteded for all engine versions!!! also nativised blueprints worked which is a surpise for me
well offcourse this is a month or less project so its not complicated like the other ive been working for over a year, so am a bit dissapointed,
thnx for your effort seriusly!! i will send you my logs in some hours so you can tell more about it
Yes, please send logs.
This error makes no sense at all for me; I’ve tried a dozen projects and still I can’t reproduce it.
The only reason for this to fire is if your Pool Component’s Template Class input field is somehow being reset to “null” by the Editor, but if that is happening there I have no idea why.