[4.7] Partially loaded asset failed to save

Recently migrated project from 4.6.1 to 4.7 and I’ve been having problems packaging it. Turns out, one of the widgets is failing to save properly due to it being partially loaded.

I found something similar to what I am experiencing, but I don’t have any subversioning that would cause this asset to be checked out, or held open by anything.

The widget cannot be deleted, replaced or edited (due to it being “open”). Making it a very big deal for me right now. Any thoughts on how to fix this bug?

Update: The conversion process from 4.6.1 to 4.7.1 makes this asset unable to load fully.

I was able to modify it and save it just fine on 4.6.1, but as soon as I open it as a copy for 4.7.1 this bug occurs.

I have this problem too and can confirm that it’s a major issue since it can render a project totally useless. In my case it happens in a struct, and I can’t save it, and the “break stuff nodes” have been converted to strange numbers (instead of the property names…)

I would really appreciate some input regarding this issue or a fix for it, this is kind of a show stopper right now.

I am also having this problem. I have not been able to find a solution.

Hello .,

I was looking over your question and I had a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions;

  1. What platform are you trying to package for?
  2. Can you reproduce this in a clean project?
  3. If so, could you provide a detailed set of steps to reproduce this issue on our end?
  4. What type of asset are you dealing with?
  5. Have you tried re-importing/making the asset in question in the 4.7 version of the engine?

Hey Rudy,

Thanks for your assistance on this problem.

  1. Windows 64-bit Development

  2. No, it is specific to this asset alone

  3. Only happens when this asset is imported over from 4.6.1

  4. UMG Widget that uses an event dispatcher call whenever a child is given to it

  5. Every re-import gives the exact same problem on that asset, re-making it was going to be my last option because of the spots that require it

Hello .,

If you cannot reproduce this in a clean project, would it be possible for you to provide the project that is being used so that I can take a closer look at this issue?

Hey Rudy,

I’m putting together a version for you to check it out, do you have an e-mail I can use to link you the project?

Hello .,

You can send it to me in a private message on the forums.

Thanks Rudy,

Sent.

I have encountered this issue too(4.7\4.7.1\4.7.2)I cannot save a struct file for it is partially loaded.Any walkaround available now?Thanks!

There’s a BP that I have to compile every time I restart the editor. The struct that is having this problem in my project references that BP. Perhaps that’s the cause. I can PM my project to any staff that needs it.

Hello .,

I was able to reproduce this issue with your project. I have written up a report ( UE-11455) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day

having the same issue as . And the break results for this struct are just weird numbers and letters.

The only solution I’ve found is to remake the struct in c++

I managed to fix my issue for the partially loaded asset.

From the test I’ve done, mine caused by the old “REINST” problem we loved so much :slight_smile:

I re-made the widget that was broken (partially loaded) completely from scratch again, using the exact same methods and variables and manually replaced the references throughout all the other blueprints. The newly created widget would save properly as long as the editor was open. The moment you would close and re-open, the SAME error occurred (partially loaded asset) on the new widget.

To fix this, I had to completely re-work how those blueprints interacted and allow it 0 possibility of cyclical dependency.

After re-working the blueprints and removing all references of the broken blueprint, delete it from your project and you should be good to go from that point onward. Once the blueprint is broken with this partially loaded bug, it doesn’t seem possible to “fix”, deleting it was the only thing that worked for me.

I expect this is the 4.7 version of “REINST” :stuck_out_tongue:

I hope this was able to at least help some people looking into this issue!

Hello .,

Once again thank you for sharing the information and workaround that you have come up with. I am sure that this will be helpful to the other users with a similar issue.