I am losing my mind over this issue (UE5.5.4) and I would really appreciate any insights the community could share.
- Every time I open UE5, I have to reset the movability setting for all blueprints that move in the scene from movable → static → movable again, compile, and save. EVERY. TIME.
- If i don’t do the step above, my blueprints are completely borked to the point where half of my meshes reset to (0,0,0) in world space. I get the typical warnings you’d expect if a component was set to static but had some sort of movement on it.
- I can manually resolve this each time by either resetting movability for all blueprint components which have that setting, or I can usually fix it by resetting just the shared root. However, no matter how many dozens of times I’ve fixed it, the settings get reset.
- I have experienced this behavior for months now.
- I use the git client, if that is relevant. Everything is checked into git and I have moved the project from one computer to another a while ago. I’m not sure if moving from one computer to another coincides with this bug popping up in terms of timing, but it’s worth mentioning that I moved the project from a Windows to MacOS machine.
- Now that the UE5.6 preview is out, I was considering trying to upgrade my project to that version to see if the bug is resolved. I was also considering creating a brand new project and moving my content into that to see if the issue persists.
Does anyone have any ideas that don’t involve creating a new project? That would be quite a lot of work for me. Also, is this likely to be a common/known issue in 5.5.4 or something specific to my machine or project?