Structure Interweaving crashes on change

Hey Red-Wolfy

Trust me, I’ve had this problem too and I’m pretty sure it’s a pretty common one. I’ve been using the engine and dealing with the issue since v 4.6 and it hasn’t been fixed so I wouldn’t hold your breath lol.

The best way that I’ve been able to get around it is to move all of my structs down to C++. If you’re someone who’s BP only, I’d still at least move your structs down. It’s not that hard to write basic properties and the community wiki (moved to https://www.ue4community.wiki/ JIC you or someone else doesn’t know yet) has a bunch of sample code that you can look at to figure it out. I only had a few C classes for engineering stuff in college when I started so I barely knew anything and I figured it out so I’m sure you can too!

You’ll still get errors when changing values, but I’ve usually been able to fix them by refreshing the nodes that reference the struct and recompiling/resaving the blueprint afterward. It’s a little much, but I also create a static library for each module that has it’s own custom types to keep references to the struct’s actual properties away from blueprints. That just makes it a bit easier to deal with compiler errors when the value changes so you don’t have to do it if you don’t want to.

I’m also using 4.24 now so if you’re on an earlier version I don’t know how much luck you’ll have. I never managed to fix it on earlier versions.

There’s also a little ‘hack’ you can try.

Basically you duplicate the struct and use the replace references tool to replace the references from the old one to the new one. Then you should see a popup asking to remove structs of invalid types, say yes to that and it should be resolved. I haven’t used that one for a few years though so idk if it’s still reliable.

Here’s the wiki link for C++ structs JIC you need it.

https://www.ue4community.wiki/Legacy/Structs,_USTRUCTS(),_They're_Awesome

I hope you get everything fixed up!