Construction Script Error

My frame rate drops from 90 FPS to single digits in about 11 seconds of game play and the error log refers me to the Construction Script of my Blueprint each and every time. Has anyone else had this occur and does anyone know how to prevent it?

Hi GameHatcher,

I moved this to bug reports to better reflect the nature of the question. Have you been able to reproduce this in a blank project with no additional content? Is it limited to an individual blueprint?

Hello ,
I am in the process now of totally recreating the blueprint from scratch and plan to leave off the use of the Construction Script all together to see if that is the problem. I should have it done in few.

Hello ,

To answer your question…yes I can reproduce the lag in a blank project with no call function associated with the Construction Script whatsoever. And it still gave me a reference to the Construction Script with the same Accessed None “CallFunc_Array_Get_Item” from node Construction Script in blueprint Test BP…and I don’t know what else to do at this point.

I didn’t create the Dynamic Material Instance this time so there was nothing at all referencing the Construction Script and the engine still sent me there…any suggestions?

Hi GameHatcher,

If you did not create the DMI, what are you populating your array with? Specifically your Conveyor Array attached to the for loop?

The conveyor array is populated with the invisible boxes being generated to create the movement of the static mesh boxes that sit on it. The material isn’t being used at all in this particular setup in order to see if it was the material causing the issue…but it obviously isn’t. There is a bug of some sort somewhere. I even uninstalled and reinstalled and am using the 4.5 ver of UE4 and am still getting this error.

If you watch these you can see my entire setup and my problem. In this setup I tried someone’s suggestion to create a custom event instead of using a tick and they suggested setting the material parameter in the Construction Script setup of my DMI.

link text

link text

Hi GameHatcher,

Try deleting the nodes in your construction script the error is referring to then let me know if it switches to a different node for the access none error. This may be related to a known issue that, while not harmful to your blueprint, is extremely irritating and is currently being worked on.

I did it and the error just reads

I saw that someone else stated in another thread with a similar issue that he did a fresh install to correct his issue and it supposedly worked…well that isn’t the case. I uninstalled and reinstalled the entire engine and am working in 4.5 right now and get the error with or without connecting anything to the Construction Script.

This video shows everything.

link text

Hi GameHatcher,

From looking at your video, this does seem to be the same issue as one that we are already working on. Your blueprint should continue to work it will simply produce these errors, which are understandably irritating (I get similar errors in a project I have on my personal computer). I do not have a timeframe of when this will be fixed, but know that this error is erroneous and that you should be able to continue working without trouble.

Hello ,
Did you see the issue of the significant lag that occurs do to the bug? Is that going to transfer over to actual gameplay when we build the game if the bug isn’t fixed before we finish our game or is this just a bug in the editor (pre-build)?
Thanks for looking into this for me.

Unfortunately I cannot be certain of this, though at least 20-30 FPS dropped may not actually be related to this bug at all (more information on this here: [4.5] Navigation Mesh Rebuild At Runtime causing 20-40 fps loss in 4.5 only - #13 by Rama - Programming & Scripting - Epic Developer Community Forums ). Please keep a lookout in future release notes for more information on this!

EDIT: The end parenthesis got caught in the link, it should work now.

Thank you .

Thank you …BTW the link you list here goes no where.