What is the best way to overcome the infamous "Blueprint Structs Corruption" bug?

I just encountered this bug ( Structure Variables get corrupted - #33 by Zarrar2802 ) ( Editor crashing at startup after I made edits to a blueprint and restarted the editor - #3 by Zarrar2802 )

which has cost me an entire inventory system. Now that I am going to redo it, I was wondering what other method I could use instead of these Blueprint Structs?

Help pls

the best thing is version control and make lots of commits. You should never have to redo more than like 30 minutes of work at most.

beyond that, I just don’t use them - it’s really just an alternative way to organize data and with a little creativity you can easily find many other ways to accomplish the same task.

But if you want to use them, I typically define them in c++ these days.

Version control will only allow me to go back to a previous version of the asset. I need a way to use them without the bugs or perform the same action they perform without ahving to use structs, because I have a lot of inventory items that use them and since I will have to do “something” about it either way, I’d rather ask around for best practices for this before implementing something for all my inventory items.

As for defining structs in C++, does that mitigate this bugging issue?

i can’t say for certain that c++ solves the problem but I have never seen it occur since moving to c++ structs.

I can say the same as @BIGTIMEMASTER , I haven’t encountered any struct centered issue when defining them in C++ so far.

I see, @BIGTIMEMASTER @Extrone I was also recommended to use Data Tables instead of of structs directly, but since Data Tables also rely upon a struct for the rows, do you know if it would still cause a bug if I modify the struct later on?

i use data tables a ton and never had any issue.

So defining Structs in C++ and using DataTables. Thank you!

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