I think I found something, but it’s completely baffling.
I started adding one asset at a time to my new project and reloading the editor between each. Everything was working.
I have a character class where I added some class properties to use for selection actors, circle actor (around turrets to indicate the firing range for a tower defense game) and a “hole” actor for making a hole and raising turrets.
Well, when I set the translucent circle class property and I reload, my material graphs start breaking. Also, any textures in use also had their pipeline property set to null.
This is my property:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = Selection)
TSubclassOf< AActor > RangeGlowClass;
If I set that value in the editor and reload, everything breaks. I don’t even use that value until you actually play the game. Just setting it in the editor and reloading the editor breaks everything.
I don’t get it. Is there anything wrong with that property?
I have three other properties just like it for other purposes and they work fine.
edit: It’s not just the property. It’s when I set it to an actor that uses a material with “Length” or a texture that I imported. The weird thing is I can put the actor in the scene and it works fine as long as I don’t set it in a property on the main character.