The thing is, with it being in the construction script, it’s always going to be called. This makes one go slightly insane here.
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If the blueprint is not in the level, there is no reason to invoke it. It may be “compiled” (term used loosely), if it’s dirty, but there is no reason for it to “run”, without a the calls being in the level itself.
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yet for some reason with your set up, it is being invoked, or you wouldn’t have the inifinite loop. Hmmmmmmmmmm
ok, is the blueprint, being invoked from Gameplay, or all Level Blueprints?
Here are two things to try…
- Create a brand new BP based project, with the exact same level of UE4, as the failing project.
- Copy over the Blueprint asset from the failing project to the new project, into the same “content folder” structure as you have in hte failing project ( you don’t have to do a “migrate” so long as the two UE4 projects are at the same level of the engine)
- Bring up the new project, and see if you can edit the blueprint in the new project
The new project can be any of the standard templates that Epic distributes, doesn’t matter which one. We just need a new enviroment.