UE 5.4.4 resets mobility settings for all blueprints, typical troubleshooting steps only work temporarily

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?

Example error: AttachTo: '/Game/Deepfield_Levels_Testing/UEDPIE_0_Deepfield_Test_Turrets.Deepfield_Test_Turrets:PersistentLevel.Deepfield_Auto_Turret_002_C_10.Mount' is not static (in blueprint "Deepfield_Auto_Turret_002"), cannot attach '/Game/Deepfield_Levels_Testing/UEDPIE_0_Deepfield_Test_Turrets.Deepfield_Test_Turrets:PersistentLevel.StaticMeshActor_10_GEN_VARIABLE_StaticMeshActor_CAT_7361.StaticMeshComponent0' which is static to it. Aborting.

I tried creating a fresh project (also UE 5.5.4 because I haven’t downloaded 5.6 yet) and migrated what I minimally needed to test. I am still seeing the errors.

I’ve also tried using blueprint nodes to set movability in all relevant components (including shared root) in both the contruction script and on begin play. Issue still persists.