x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

20/5/15 Master release (Github) has broken my Blueprints

Hello everyone, I would like to report that since the 16/5 all master branch releases cause these errors. alt text

Up until the 15/5 i had no such issues.

Thank you.

Product Version: Not Selected
Tags:
2.png (262.0 kB)
3.png (58.2 kB)
1.png (334.2 kB)
more ▼

asked May 20 '15 at 01:37 PM in Bug Reports

avatar image

Roccinio
576 52 56 77

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

If you were working off of main branch/github (and not the 4.7 release), there were a few weeks where component bound blueprint events were getting corrupted. I fixed this bug in change #2519532 (https://github.com/EpicGames/UnrealEngine/commit/210f5edba9590a79c2c3bba6ec9985efb85c99c9), and that change includes some hacky code to try and fix up the broken events. I reverted the hacky fixup code in change #2519536 (https://github.com/EpicGames/UnrealEngine/commit/5f90c74af8ccc9dd25c96989624844429c8be1f2) because it's not 100% safe in the general case, and this issue only affected people on the main branch.

So, can you try re-adding the code I deleted in #2519536? That may fix up your broken nodes for you.

more ▼

answered May 20 '15 at 09:49 PM

avatar image

[Epic]Ben Zeigler STAFF
1.3k 30 131 75

avatar image Roccinio May 20 '15 at 10:13 PM

Hey Ben, Thank you for your answer but i am a bit confused.If you dont mind could you please clarify a few things for me?

I have never ever used the main branch.Only Master (i like to live dangerously! ) for me. The thing is that i update once a week or once every two weeks and up until 15/5/15 (the one i currently use) everything was fine. From there on all of the newest ones break the exact same events. Why everything is fine with all versions up until 15/5 ? Based on what you said i should have seen the corruption months ago, correct?

The first link you posted does not work and to be honest i do not know how to cherry pick commits. But if you insist that this is the solution to problem i will research it and hopefully figure it out eventually.

avatar image [Epic]Ben Zeigler STAFF May 20 '15 at 10:17 PM

Master is the main branch, they're the same thing.

If you don't want to mess with github, you can try adding the following code to UK2Node_ComponentBoundEvent::Serialize. Insert the code starting on line 148, the last line of this code block should replace "if (bNeedsFixup || !DelegateOwnerClass)" on line 148

 // Recover from the period where DelegateOwnerClass was transient
 -        if (!DelegateOwnerClass && HasValidBlueprint())
 -        {
 -            bNeedsFixup = true;
 -            // Search for a component property on the owning class, this should work in most cases
 -            UBlueprint* ParentBlueprint = GetBlueprint();
 -            UClass* ParentClass = ParentBlueprint ? ParentBlueprint->GeneratedClass : NULL;
 -            if (!ParentClass && ParentBlueprint)
 -            {
 -                // Try the skeleton class
 -                ParentClass = ParentBlueprint->SkeletonGeneratedClass;
 -            }
 -
 -            UObjectProperty* ComponentProperty = ParentClass ? Cast<UObjectProperty>(ParentClass->FindPropertyByName(ComponentPropertyName)) : NULL;
 -
 -            if (ParentClass && ComponentProperty)
 -            {
 -                UE_LOG(LogBlueprint, Warning, TEXT("Repaired invalid component bound event in node %s."), *GetPathName());
 -                DelegateOwnerClass = ComponentProperty->PropertyClass;
 -            }
 -        }
 -
 -        if (bNeedsFixup)
avatar image Roccinio May 20 '15 at 10:36 PM

Will try tomorrow morning. Is this the same issue i am facing here?

https://answers.unrealengine.com/questions/231206/pie-and-cooking-errors-physx-on-paper2d-project.html

avatar image [Epic]Ben Zeigler STAFF May 20 '15 at 10:43 PM

No, that looks like an unrelated issue, someone else will have to look at that.

avatar image Roccinio May 20 '15 at 10:51 PM

Thanks a bunch! If i blow anything up i will let you know. By adding this hacky solution is there a possibility that it will break something else down the line? do i have to add the above code every time i update the engine or once they are cured i wont have to do anything again regarding the new engine installation?

avatar image [Epic]Ben Zeigler STAFF May 20 '15 at 10:59 PM

If that code fixes it, just resave all the blueprints that were previously broken. Once resaved once they'll be good forever and you can remove the hack. If the hack doesn't work, you'll have to reconnect the blueprints manually

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question