So we have found that the blueprint system in UE4 to be pretty fragile when you have a game of any size. In that its fairly common to have to hunt down several blueprints and do the old “refresh all nodes” trick to get UE4 to stop tripping on its own shoe laces when trying to package.
[exec] UE4Editor-Cmd: [2017.08.08-18.40.25:845][ 0]LogLinker:Error: BPGC_ARCH_FOR_CDO_[CLASSNAME]l_8 has an inappropriate outermost, it was probably saved with a deprecated outer (file: ...../Projectiles/Base/BP_Projectile.uasset)
Obviously, waiting until the package process errors out is a ■■■■ poor way to find out you have a problem. Especially when doing any kind of auto-packaging/continuous integration.
Is there a way to get UE4 to like “Refresh all Nodes in all blueprints”?
Works a treat! Thank you so much, this saves so much time when dealing with structs. Can you please add it to Unreal Marketplace? Also, I’d like a feature where I can select what gets checked out from source control.
Hey bud. Tried this in UE5 but when using the precompiled version, copying in the UE5 binaries, I get an error saying it’s for the wrong windows version (I’m using Win 11 x64). If I try the uncompiled version, I don’t get the option to compile in-editor and of course it can’t build at runtime. Any ideas?
Sorry, as I don’t have Windows 11, I can’t compile the binaries for you. Your only option is to get Visual Studio properly set up with Unreal Engine so you can compile the C++ yourself. There are tutorials on it, but you may choose to not do it. Sorry for the inconvenience.