Can you load your project, if not try this: go to DefaultEngine.ini in your project folder and find “EditorStartupMap=” and set it to none.
Such a good idea!
I told you I worked on two medium scaled projects, I bring them to life and it worked
You can pull off big things with Blueprints, you just have to learn the “how’s” and the “dont’s”.
I believe it is what we’re supposed to expect from programming: there are rules that are supposed to be followed if we don’t want things to not work
I watched your videos and saw the rage when it crashed. I experienced the exact same rage but fortunately with patience and proper bug fixing (step by step, asset by asset, node by node) I managed to get over the bug. As said, take some days off if you can and get back cold headed. If you can’t just try to calm down and study things from a fresh point of view.
So there is hope on the horizon and an important lessen as well. Bottom line is, when working with UE4 never rename files. And if you move a file make absolutely sure to fix redirects before that new file is given dependencies.
So what I did wrong with this project is I renamed structs. Yep that’s it! I renamed a struct or two or three! Or four…
So with that said I am going to begin reworking the entire project to use data tables and I will be making **** sure I pay attention to when I rename a file in this engine. Its still likely that even after I do all of this the project will still be broken.
If that is the case then I am going to start over and make the entire project even better than before. Data tables from the start, no file renaming and fixing redirects the moment they pop up.
I think a possible solution to your issue is adding entries to ActiveStructRedirects or ActiveClassRedirects in DefaultEngine.ini.
You’ll need to know both the old and new names for each class and struct. I don’t know the old names so I couldn’t test it.
You can look at Intermediate/Config/CoalescedSourceConfigs/Engine.ini to see what the format of the entry should be like.
It’s not that you should never rename files in UE4, it’s that you need to do so carefully and make sure the engine knows where to find the new resource.
Well, I have actually fixed the problem by simplifying the struct based around QTItemBase. It no longer crashes and I can modify the file. Though I am still having a problem where I cannot package the game which is annoying. But for the most part everything is back on track.
Even with that said I have been looming over the idea of starting a fresh project simply because I have learned so much since I last started that I am really sure that if I were to start over I would rock out a far more streamlined and intuitive version of the project.
But with that said I still also have to consider that the project isnt finished yet thus I cant really safely assume I have learned everything I need to learn.
So I am bouncing back and forth between wanting to start over and just biting the bullet and completing a playable demo… Provided I can figure out why I cant package this project to begin with.
Could you post your current output log from packaging?
Sure
I see it’s still failing due to this error: LogBlueprint:Error: [compiler QTContainerBase] Error The property associated with QTItem Base could not be found
You should recompile and resave this (back it up first). If that doesn’t work try removing and re-adding the parts of it that interact with QTItemBase.
hmm that worked!
I can Do a full release with a playable version and a working dev build that wont eat itself now.
I’m glad that worked for you.
I just want to say that contrary to what you said before you don’t need to avoid renaming files entirely. UE4 has redirects, both the files and the active redirect options in the Engine.ini to avoid issues here. You just need to be careful and should test packaging your game when you do it.
The reason redirects are needed in the first place is that serialized assets refer to other assets by their name. The name includes their path relative to the content directory. For structs this can be particularly problematic because the size of a class depends on the size of any structs it uses.
TL;DR: Renaming assets is okay so long as you be careful and follow the proper procedure to avoid breaking references.
i had similar issue… what i did was to find out which asset blueprint is causing the crash try remember the last blueprint you worked on before it crashed… find the blueprint in explorer copy it out of the project folder and try loading the project again… if it the project loads then copy file back to where you moved it from … my problem was moving files around all the time this causes major issues in unreal engine because it does not copy the files correctly it leaves redirectors so now that the project file is loaded up… right click on the content folder in the content browser and click on fix up redirectors in folder and it should get rid of all the redirectors … save project close it down and restart this worked for me… so i guess moving files around in unreal engine is a no no specials if its a master and you have lots of child blueprints depending on it. oh and make sure you make lots of backups so you can revert…
This Engine has some very nasty bugs in it and this makes debugging all the more difficult… My data table keeps on resetting itself back to row 0 after reading it right the first time
but the second or third time, it resets its back to 0 and I don’t know why…
Never rename files, never move files. Always clean your redirectors asap. Be careful to not abuse structs for more than what they should be used for. Data tables are your friend.