Hello!
I’ve encountered this problem while developing some inventory functionality on my game, I’ve created a data table where I store my items information and if it requires an animation blueprint when used.
When I fill the data table with UE editor and I set all the values I need everything works just fine, code do what it’s supposed to and all, problem comes when I close and try to run again the UE editor it won’t load until I delete the data table asset from the files on my project, then it loads.
I tried to debug loading with the option -LOG but it won’t show any error whatsoever, just gets stuck at 75% .
Any help would be really appreciated it, I can share some info now:
Data Table structure (C++)
USTRUCT(BlueprintType)
struct FEscapeGameDTItems : public FTableRowBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText ObjectID;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText UseActionText;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText ItemType;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
class UTexture2D* Thumbnail;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText ItemDisplayName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (MultiLine = true))
FText ItemDescription;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
float Weight;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
float HealthToHeal;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
float HealthRate;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
float StaminaToHeal;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
float StaminaRate;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
float BleedingToHeal;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
float BleedingRate;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
float HeartRateToHeal;
UPROPERTY(EditAnywhere, BlueprintReadWrite,meta = (ClampMin = 0.0))
float HeartRateRate;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
float SanityToHeal;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
float SanityRate;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.0))
bool HasBeenUsedByPlayer;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UAnimBlueprintGeneratedClass* AnimationAssetReference;
};
Last lines of code from LOG
[2022.03.13-22.18.04:215][ 0]LogHMD: PokeAHoleMaterial loaded successfully
[2022.03.13-22.18.04:220][ 0]LogUObjectArray: 17178 objects as part of root set at end of initial load.
[2022.03.13-22.18.04:220][ 0]LogUObjectAllocator: 4302048 out of 0 bytes used by permanent object pool.
[2022.03.13-22.18.04:220][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2022.03.13-22.18.04:498][ 0]LogNiagaraDebuggerClient: Niagara Debugger Client Initialized | Session: F71B28A54713C82CCB6B27B971986A63 | Instance: 7ED6308F454703EF3EDD1FA325A6A12B (MAXPC-9724).
[2022.03.13-22.18.04:531][ 0]LogTcpMessaging: Initializing TcpMessaging bridge
[2022.03.13-22.18.04:535][ 0]LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2022.03.13-22.18.04:548][ 0]LogPython: Using Python 3.7.7
Here is when it gets stuck
But if I delete the file:
I click OK and editor loads, problem is I lose the file, even if I recreate it the problem still occurs everytime I close and open the editor