I am working with the UE4 for several weeks now and in the beginning I was really fascinated how many features it has and how well the Blueprint system works.
But as I began to create more complex stuff the Editor began to crash more and more often. Sometimes it would also crash when I was saving my project causing the loss of all my progress.
However, it didn’t annoy me too much (in most cases), until it occurred the first time that after a crash a corrupted Blueprint caused the project to crash on startup.
This isn’t a big deal if the corrupted Blueprint’s class isn’t referenced (e.g. in a “Cast to Node”) a lot and has no child classes, but it is a problem if it referenced a lot and has child classes!
As far as I experienced that all child classes can’t be opened any longer.
In my case my “Character” and “Item” base classes got corrupted, which made me lose days of work on them and their child classes!
So is there maybe a way I could fix those Blueprints and keep them?
Do you experience less problems when scripting via C++?
What are your experiences with Blueprint systems reliability?