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Blueprint Nodes Transient After Restarting Editor - Renaming to Blame?

I have a blueprint transient bug to report. I'm getting a possible variant of this problem: https://answers.unrealengine.com/questions/192836/cant-save-blueprint-referenced-in-enginetransient-1.html

I have a PlayerController blueprint that includes some function calls to a blueprint function library. Those function call nodes have something wrong with them, though; depending on what I do, they sometimes show up as transients and prevent me from compiling or saving the PlayerController:

alt text

When I try to save, I get this error:

Can't save ../../../../../../Users/Carl/Documents/Unreal Projects/ConstructPrototype 4.7/Content/Blueprints/MyPlayerController.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)?

If I delete those nodes and re-add them, or if I re-compile the blueprint function library they come from, the PlayerController blueprint compiles correctly, but only for a little while. If I close the editor and reopen, they show up as transients again.

I may have at some point had a different function library with the same name, deleted it, then renamed the one I kept to the current name. Here's what I mean:

  1. created library "SaveGameLib"

  2. created library blueprint "SaveGameLibNew"

  3. deleted "SaveGamelib"

  4. renamed "SaveGameLibNew" to "SaveGameLib"

I feel like I've had a lot of problems when renaming blueprints to names I already had a blueprint named.

Unfortunately, I don't have a great workaround for now other than recompiling the library every time I need to update the player controller. I think I'm going to try completely rebuilding the blueprint function library next. Epic, please let me know if there's any more info I can get you about reproing.

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asked Apr 14 '15 at 10:19 PM in Blueprint Scripting

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