[4.8]Editing a blueprint can reset all actors transforms in a streamed level

Hey there,

In my project I have multiple streamed levels in the levels drop down and I have noticed that occasionally when I edit a blueprint all the same blueprints and children of that blueprint move themselves to 0,0,0. This can be troublesome if I save without noticing. Also when editing blueprints they sometimes appear visible in the top level when they are inside a streamed level marked invisible in editor (all my other levels are marked invisible since they are used for instanced streaming to create a procedural dungeon).

For example if I have a few slime enemies placed around a streamed level and then open my slime class and make changes I will then play the game and see that all the slimes have been moved to the 0,0,0 for that particular level instance. If I check the level in the editor they have all moved in there as well.

I don’t know for certain but I think it might be the same as this glitch mentioned here

[Answer Hub Post][1]

The actors marking themselves visible when inside an invisible streamed level is harder for me to reproduce but it seems like fake versions of assets appear. A copy of an asset that I can see, and shows up in the asset list, but if I click it or its name it doesn’t let me select it.

If you need any more information please let me know, always happy to help.

Thanks

Bad actors reset their transforms in streaming levels - World Creation - Epic Developer Community Forums

Hey ,

I have attempted to place blueprints around my streamed levels and edit the blueprints. None of them reverted back to 0,0,0. Is this happening on all of your projects or just one? If it’s happening on just one, could you please go into the project file and delete the intermediate folder, saved folder and the config folder? Once you’ve done that, please go back into your project and see whether or not this still happens.

If you’re still getting the blueprints to reset to 0,0,0 would it be possible to zip the blueprint that’s doing this (with all attached assets, materials, etc) so that I can migrate it into my own project? If you can do this for me, feel free to submit the files to me through a private message on the forums so the files aren’t within reach of the public.

I’d also like to see a video of this happening, or perhaps all of the blueprints that you have set up for the level streaming as well.

Also, are you working out of 4.8.1 or 4.8.0?

Looking forward to hearing back from you, thanks!

Hey thanks for getting back to me. I’ve made a video of it happening which you can view below.

[Bug Video][1]

Watching the video through again I didn’t notice at first but when I unhide the finish chunk and see the finish hasn’t moved you can actually see another finish blueprint in the corner which I believe to be one of the ghost duplicate blueprints I mentioned. (You can see this at 59 seconds in the bottom corner of the viewport a second finish has been created)

I’m using 4.8.1 and this happens with multiple blueprints of varying complexity.

After deleting the config, saved and intermediate the bug still happens. I double checked what I said in the video about the finish not moving if I already viewed that map since engine load and can confirm it did make a fake ghost version of the blueprint that doesn’t seem to actually exist.

Thanks for the help!

- YouTube

Hey,

Thanks for providing me with the video, I definitely see where it’s ghosting. I tried again to replicate exactly what you had and I was unsuccessful in doing so, I also do not see any reports in about blueprint ghosting.

So, I have a few questions I’d like you to answer:

  • Have you been able to replicate this in a fresh project?
  • If so, was it text again or objects?
  • Can you select the ‘FINISH’ in all of the levels, or can you simply just see them?
  • Are there any errors in the output when this is occurring?
  • Did you receive 4.8.1 through the launcher or GitHub?

Thanks for all the information! :slight_smile:

  • I haven’t had the time yet to try and replicate this in a fresh project unfortunately. If it matters at all this project has been ongoing from about 4.3 and updated with each release except previews. I only recently changed my system to use level streaming though so I don’t know if the bug was present in previous versions.
  • It is not only text objects or blueprints containing text objects. I’ve seen this happen to a blueprint that contains nothing more than a static mesh, a scene actor and a timeline to make the static mesh rotate.
  • When the finish (or any other blueprints) are moved to 0,0,0 they are all still selectable and I can select them and move them back into position.
  • I have some warnings in my output log which I think are related to the level streaming and generating level streaming instances. I will post some below.
  • I received 4.8.1 through the launcher

[Output Log Snippet][1]

I get those warnings at runtime but I don;t know if they are related to this bug. I get warnings for every component in every streamed level it would seem.

output log - Pastebin.com

Hey ,

While the are being reviewed more thoroughly, would you please provide me information on whether or not you were able to replicate this in a new project?

For the blueprints that are duplicating, have you tried recreating them and deleting the old ones to see if that resolves the issue at hand?

Looking forward to hearing back from you, thanks!

Hey ,

I got a bit of spare time so I tried reproducing it in a blank project and was able to do so. I have made a video of it which shows it happening and explains what I did to produce the bug.

[Bug reproduction][1]

- YouTube

EDIT: I don’t get the same output log errors in the blank project I have reproduced it in so I don’t think they are related to this bug (though I would still love to know what i’m doing to make those happen!)

Hey ,

Thank you so much for replicating this for me. The strange thing about this issue is that I had to replicate your video about 5 times before it happened, but I did replicate it so I will be submitting a bug to our developers.

I have submitted this bug as UE-18384. I will update you as soon as I hear word that it’s been corrected in an internal build.

If you have any further questions, please let us know! Have a great day! :slight_smile:

This has been fixed in master with [this][1] commit. It will be included in the 4.9 binary release. Thank you so much for your patience and detailed bug report.