I’m having this issue also. Originally I wasn’t calling a function from another blueprint, but was instead trying to read the contents of an array. This would compile fine in the editor, but every time I exited everything and restarted the editor it would break, fail to compile and pins would get disconnected. I thought I’d created a temporary fix by creating a function that returned the array that I could call instead of trying to access it directly, but as soon as I made another change to the blueprint I started to get this error.
While I’m glad that some people have been able to find workaround that fit their particular scenario, I’d really like to get a better answer for this.
Does anyone else think it might be related to the engine trying to compile blueprints in the wrong order when starting play? I have a somewhat complicated set of dependencies for my blueprints right now, to the point where I assumed this problem was my fault for quite a while before modifying things to the point where the blueprint making the function call is not referenced by any other blueprint in the game and should be fine to compile last.