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Hi everybody,
We’re all really interested in this feedback and we’d love to help out with stability. While we do have eyes on what is directly reported to us via the Answerhub’s Bug Reports (and to an extend, crash reports) and we try to fix those as they come in, that doesn’t always translate to greater overall stability.
What would help us to understand exactly where to concentrate our efforts would be more information about the specific features and areas that you all feel are unstable. Does the instability come in the form of “unexpected behavior”, crashes or corruptions? Some posts are very helpful with this already, but I’d like to get a better picture from more perspectives.
Any information about this will help us better concentrate our testing as well as give us an opportunity to discuss the progress that has been made internally.
Thanks!
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In my experience, blueprint corruptions are the killer.
Compared to text based scripting languages it’s the achilles heel. Imagine if you could corrupt a text based script file just by typing the wrong thing into it. Would this be acceptable in any way? Sure, you might introduce a bug or lock up the game thread but you’d never expect to have to completely rewrite the actual script file from scratch because the file itself corrupted because of something you typed in it. It shouldn’t even be POSSIBLE to corrupt a text file by typing the wrong instruction into it.
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In blueprint the equivalent happens all the time. If Blueprint is to be a direct replacement for scripting language this just can’t happen. *
I’ve been developing my project for the last year from the first version of UE4 till now. I make frequent backups, am very cautious and test thoroughly when upgrading to a new version of UE4 (Only do this when forced to by bug fixes that I need to take advantage of). In spite of all the precautions I take, I’ve lost days/weeks of time due to corruptions in blueprints. REINST errors, generated structs corrupting and Blueprint Function Libraries are the culprits.
When using blueprint it feels very odd/frustrating to have to handle things like structs or circular references with kid gloves lest your blueprint corrupt and force you to have to completely recreate it. Having to completely rebuild a blueprint because it has become corrupted is frustrating because if we were scripting in a text based api we could just edit the script to fix the bug you’ve introduced and keep on working.
In Blueprint, corruptions cause data loss and this feels very very backwards. If you don’t catch the corruption in time, your recent backups could also contain the corruption. There’s no go way to tell. It’s the worst and scariest part of developing in UE4.
A few real world examples from this past year:
A math node caused a blueprint to be unstable. It compiled, with no errors but it would corrupt the project save. I lost 5 days finding the source of this bug.
I have 3 class blueprints that no longer compile if I use them with blueprint function libraries unless I recompile the function libraries. No warnings, no other errors. These are base classes for my game and recreating them from scratch to fix an error that nobody understands or knows how to prevent again is a tough sell.
Editing a struct corrupts references to that struct about 20% of the time. No way to predict why, or how or when this will happen. The structs just disconnect and you suddenly have 5, 10 blueprints that won’t compile.
Let me be clear: I’m a HUGE fan of you guys and what you have built. Blueprint is an amazing solution, but the corruption spectre really really makes it scary to rely on.