You could try reparenting to an empty AActor. Then back to the new class.
This is the error I’m getting.
PackagingResults: Error: Failed import: class ‘AdvancedMovementComponent’ name ‘CharMoveComp’ outer ‘Default__C_MYCLASS_C’. There is another object (of ‘CharacterMovementComponent’ class) at the path.
I’m using a base C++ Character class that gets extended through multiple child BP instances. This error happens if I reparent the top BP class to a new subclass. Obviously, in a text editor, I would just fix the object reference. But BP’s give me no ability to fix issues like this.
How do I fix this? I’m getting sick of running in to all of these issues with the engine. Stuff like this has been a problem for years, but Epic seems pretty comfortable just ignoring it so they can push out a bunch of meaningless features.
I’ve finally learned my lesson with this engine and know that I have to build my entire system around interfaces and actor components because stupid stuff like this will happen and ruin my code, but I’m getting sick of deleting and replacing references when I’m using features that are supposed to be supported.
Some of the features you presume to be meaningless have meaning to others. I know you are upset, but don’t let it get to you. The developers are surely doing the best they can.
I tried this and it crashed the engine. Thanks for trying though!
I understand that these features seem like they’re important, but it still doesn’t justify ignoring issues that break the engine and prevent people from delivering a full project. UE4 is great for getting a bunch of people hyped up so you can get funding, but even as I write this answer I’m seeing a boatload of issues that are actively preventing these people from packaging their games. Lighting features are awesome and everything, but I can’t think of anyone that wants to install the editor and run a game from source rather than running a packaged .exe. So eliminating bugs that prevent the packaging process should be P1 IMO. At worst, there should be a dedicated wiki for debugging and removing issues that could prevent the packaging process. It wouldn’t be as big of a problem if Epic didn’t completely dismiss bug reports either but in most cases they’re just going to tell you that it’s your fault for not assuming that the engine would act like a piece of garbage when you need it most. My frustration isn’t just from the presence of these issues. I’m frustrated because the only documentation for resolving these issues comes from a handful community members that made their wikis 10-15 engine versions ago. UE4 is awesome and that’s why I’ll continue to support it over Unity any day, but issues like this aren’t okay, especially when the documentation states that they are clearly supported.