Blueprint Library requires recompile every Editor Startup

My Blueprint library seems to be causing errors to the other BP that used them.

LogBlueprint:Error: [compiler] Error The current value (/Engine/Transient.REINST_PC_BPLib_C_1) of the ' Target ' pin is invalid: /Engine/Transient.REINST_PC_BPLib_C_1 isn't a PC_BPLib_C (specified on pin self)
LogBlueprint:Error: [compiler] Error The current value (/Engine/Transient.REINST_PC_BPLib_C_1) of the ' Target ' pin is invalid: /Engine/Transient.REINST_PC_BPLib_C_1 isn't a PC_BPLib_C (specified on pin self)

This normally solves itself after re-compiling. But is there a solution to this?

Im getting a similar error with blueprints, it tells me there is a problem with a blueprint, but when I go to compile the blueprint there is no problem. 4.6 just seems extremely buggy.

Hey -

Is the blueprint library a function library or a macro library? Is BPLib your personal blueprint library or is it a part of the engine? If it is your own library could you send us a copy of it so that we can test it on our end?

Cheers

@DougWilson it’s a BP Library function.
I can send you the file but it’s linked to a C++ Function ( a playerstate )
Any BP that uses this Lib will refuse to compile upon loading.

link text

@shirk , is your BP LIbrary using any C++ functions/classes?

Nope, its all blueprint.

Hey -

Do you get the same error messages if you create a new blueprint that uses the blueprint library? What about if you create a new blueprint library and reference it in the blueprint instead of the first? It’s possible that, between the blueprint and the blueprint library, one of them may have become corrupted. Let me know if recreated them and reconnected them helps.

Hi ,

Thanks for the suggestion. Did some testing the result was totally strange.

Here’s the lowdown, so i duplicated the PCLib.

now I have:

PCLib - My original BP Lib

PCLib2 - Created from scratched. Exactly same function as PCLib

PCAIController - my BP utilizing the BP Library

PCCoverZone - Also utilizing BP LIbrary

PCBasicInfantry - Also utilizing BP LIbrary

Now I reconnected everything that utilises PCLib to the new functions in PCLib2. None of them worked. So I created new blueprint that utilizes the Library. All of it worked ( both PCLib and PCLib2 )

So apparently all those classes that is previously using PCLib is now ‘corrupted’ . I am not sure if PCLib2 will continue to corrupt new classes. Please tell me there’s a way to restore these classes, because some of them have more than 10 functions with huge trees. I really do not wish to re-create them from scratch.

I would like to know is it natural for blueprint to have reference to transient classes when the game is not running? If not is there a way to clear these references?

I’m also getting this msg when I search for the node that causes the error by clikcing on the error

Can't save ../../../../../../Users/JNJ/Documents/Unreal Projects/ProjectCombine/Saved/Autosaves/Game/PC_Blueprints/AI/BP_AIControllerInfantry_Auto1.uasset: Graph is linked to private object(s) in an external package.
External Object(s):
/Engine/Transient
  
Try to find the chain of references to that object (may take some time)?

Updates.

  • I’m unable to reproduce this on another other class other than the originally affected few classes which will always have problem with new libraries(with inputs ) after 2 restarts.

  • I’ve deleted every other functions and graphs in these affected class and it still seems to be causing this error.

  • duplicated versions of these class seems to solve the problem. That solution is totally unacceptable due to the too many connections it has on a lot of other objects.

If there are ways/ideas i can look into what’s causing this would be great.

Hey -

If the original blueprints are the only ones affected, you should be able to transfer all of the nodes into a new blueprint. You may have to set the components up, but for the functions and graphs you can copy/paste them from the old blueprint to the new one. Let us know if creating new blueprints are still giving you errors with your function library.

Hi ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

Hi there sorry for the late response.

If this is the ONLY solution then I might just have to accept it. However just to elaborate, it will be extremely inconvenient to go down this path as this is a huge class with many variables/functions and even childs. One wrong naming and it’s gone , since there’s no way to copy Variable and Functions ( with their associated input/outputs ) directly.

I am highly suspicious that this is caused by the object having transient references. This is because deleting the class will prompt an error saying that. It could be either that or something related to the class being loaded on editorstartup. I am not sure if it’s entirely possible it is causing the class to load before the library. Hence the problem.

I am a bit hesitant to do manually duplication of the class because i am pretty sure this isn’t an issue with corruption as the class is functioning perfectly well, just unable to accept ANY blueprint library ( created before or after ) without recompilation at every startup. So if i were to proceed to I use this step, the problem might come back again down the road.

Revisiting the project where I tried testing this (in 4.6) I created a function library with a single function that just printed a string. I created another blueprint that called the function from the function library. After testing to make sure it was working properly I saved and closed the project. When I reopened the project the blueprint that called the function library did not require a recompile. Please let me know if this is the workflow you followed or if there are steps I am missing.

Rather than recreating the blueprints that require the recompile, would it be possible to recreate the function library

hi ,

Thanks for revisiting the issue.

As mentioned, I am unable to duplicate this myself as well. It seems that the issue is tied to the specific class itself.

The situation that i’m currently facing is that a few of my classes are unable to utilize Blueprint library ( new or old ) at all and I would like to know why and how to fix it or if there’s any way i can further examine it’s references. Because a side-issue that is related to this is that this classes are also unable to have their references replaced. When doing so I am asked to remove the rootset flag. And when clicking okay, i get this error.

I’m not sure if this issue is becoming too diverted , i don’t mind to close/re-open a new thread to explain the issue if it is.

25996-error2j.jpg

Same problem here. Recompiling the FL each time by hand solves it.

try to see if your game launch on standalone. I tried it and it doesn’t work for me as long as this error occur. It’ll crash.