Sorry for double posting, I’ve already posted my issue [here][1] but managed to reproduce it in a project from scratch and think it’s really a bug and not something from my code. Here’s what I did:
Create a third person BP project
Create a c++ class, let’s call it Room, with a FString property like this:
Compile, launch, press H, the errors are displayed.
PIE:Error: Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: ‘ExecuteUbergraph_ThirdPersonCharacter’ from node: Print String in graph: EventGraph in object: ThirdPersonCharacter
The only way to fix this is to relaunch the editor. I’ve tested this on two different computers to be sure it was not coming from a potentially corrupted installation. I’ve also tested on 4.10, which doesn’t break, but it does breaks on 4.11.1 and 4.11.2.
Am I the only one having this issue? I hope you guys can reproduce it and fix it.
This is not corruption, it’s hotreload not being perfect it messes up property data and as you notice already you need to restart editor so all modules are loaded properly. But it’s still a bug
Is there a way to force hotreload without restarting the editor? I can’t restart it every time I want to compile my code. What’s weird is that it never happened before we updated to 4.11.
hotreload when you compile with editor turned on end editor swaps old version of you module with new one, it is not perfect and sometimes act wierd. What you did here is updating reflection data and it seems it’s not doing it right, so restart when you edit header files if you update code in cpp hotreload should be ok. Simply if something behaves odd try restarting. And as said it’s still a bug and it probably know because you not first reporting this.
There is a difference in the behavior between the 4.10 and 4.11 engine version. I have entered a bug report about the error message you received (UE-29768) for further investigation. Rather than having to restart the editor, I found that compiling the blueprint with the reference (in your case the character) will update the blueprint and print the name as expected.
Actually I still have this problem, but if you want to fix this you can create getter/setter for value you get/set. It’s not the best solution but it fixes hot_reload bug.
Bump. This error persists in 4.22 still and the logged error is still marked unresolved.
In my case, I import new data assets via C++ compilation and consolidate objects to clean up, then fix up references. Due to the compiling via hot reload, blueprint classes that make use of the new, consolidated data assets don’t work unless recompiling manually (no compile error beforehand though) or restarting the editor due to “missing properties”.
I’m getting this error and the properties are defined in blueprint. Not sure what to make of it, other than maybe that the blueprint is in the process of being destroyed?
UE 4.21
Confirming that we are also dealing with this issue. Yes, it is resolved by restarting the editor, but this is definitely hindering our development process as we have to to restart the editor once this bug appears.
Yes, I hope Epic will look into this. Since the bug has quite a few votes and is still unresolved, maybe we should just submit more individual bug reports about this to make a statement on how problematic it is in the long run. The plugin I’m working on for a company right now forces the user to restart the engine upon reimporting data. That’s not because the data doesn’t get reimported, that works nicely, but the blueprints accessing said data just stop working if we don’t force the user to do that.
Users want easily accessible solutions, not some tech mumbo jumbo explaining they have to recompile their affected blueprints. A forced restart is easier, but at the same time shouldn’t be necessary in the first place.