Some SoundClasses are now failing to import when launching the game, as though something is corrupt. (Failed import for SoundClass.) I have 21 Sound Classes. It started with one error when creating a new Sound Class. When I fixed that error by deleting it and recreating it, it caused others to start having problems.
The biggest problem being that when I click to edit one SoundClass, it appears to open a completely different SoundClass! And when I try to fix one error, it apparently generates more errors in whatever was connected. For example, trying to edit the FootSteps SoundClass actually opens the Master SoundClass, and trying to delete the FootSteps Sound Class causes some (but not all) children of the Master SoundClass to fail to import. Am I going to have to rebuild all 21 Sound Classes from scratch??? I have a lot of Sound Mixes assigned to them as well, so it’s not going to be a fun job.
Unfortunately, I didn’t start this audio work. The basic SoundClass layout was created by someone else from the Starter Content, but I’ve been expanding it a lot, though it seemed to be OK in 4.6. I’m not sure which version it was originally created in. I think they originally started in Unreal 3.
I’ve also tried Fixing Up Redirectors, but it couldn’t find any problems.
By reverting, I can get it to a state where I don’t get the Failed Import errors, but I still get one SoundClass that is not connected to any other SoundClasses, but when opening it for edit, it appears to still open the Master SoundClass with all SoundClasses selected, showing the entire SoundClass tree, and saying the properties have multiple values (even though I’m only trying to edit a single SoundClass that isn’t connected to anything.)
I should also note that I believe this SoundClass is the only one I have that wasn’t connected to the Master SoundClass tree. Although if I create a new SoundClass and don’t connect it to anything, it opens it as a single node, which is drastically different behavior, and what I would expect. It’s almost like the Unreal editor thinks this SoundClass is a selection of ALL SoundClasses, as it opens the full tree with all of the SoundClasses selected. Oddly, it does show the Master SoundClass as a child, although when I delete the child (which shouldn’t be there), it disconnects all connections of the entire tree, as though I just edited the Master SoundClass! And in fact, if I then go back to edit the Master SoundClass, it shows up as a completely disconnect object.
Anyone else seeing anything strange? Did I somehow get a circular reference that cannot be fixed?