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Child blueprints not maintaining values set by either parent or itself

Using UE4 4.8.1 I've made a child blueprint of a blueprint called BP_PlayerCharacter. I've not changed the inherited mesh or animation that is attached to it. However when I close the editor after saving everything and relaunching the engine the mesh and the animation are set to "none" instead of the inherited values. Even if I change them to something completely different to the parent, save and compile, then close/restart the editor they just reset. I've tried re-creating both blueprints but to no avail. It just ends up being different things not loading correctly.

This occurs on both restarting the editor and packaging the game.

Any help is appreciated.

Product Version: UE 4.8
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asked Jul 14 '15 at 07:26 PM in Bug Reports

avatar image

Haigen
96 8 14 17

avatar image Ben Halliday STAFF Jul 14 '15 at 08:03 PM

Hey Haigen,

I haven't been able to reproduce this behavior in 4.8.2. To test, I made a new Character Blueprint in a new ThirdPerson template, and assigned the SK_Mannequin as the Skeletal Mesh and the ThirdPersonAnimBlueprint as the Anim Blueprint Generated Class. I then made a child of this BP, saved all, closed and reopened the project. There was no change in any of the child BP's values.

Did I miss any steps? Does this happen in a new project as well, or only your current project?

avatar image Haigen Jul 14 '15 at 08:09 PM

Not entirely sure, I tried it on a new project and it doesn't seem to have the same effect. Though I've had times when launching my project and it hasn't changed, but then after a few times in and out of the editor it begins playing up again. It's like flipping a coin when it comes to opening my project.

I've talked to the creator of an asset pack I'm using. The Generic Shooter Example pack on the marketplace. He mentioned that this used to be a problem that was supposed to be fixed in 4.8 but people are still seeing the issue now and then. It's nothing to do with his content pack, as it happened before I even began using his assets. I've tried re-installing Unreal Engine as well as the launcher. As stated in my question I've tried re-creating the assets from scratch and it still occurs.

avatar image Ben Halliday STAFF Jul 14 '15 at 08:23 PM

Was the project converted from 4.7.6? Can you zip up the project and upload it somewhere so I can take a look?

avatar image Haigen Jul 14 '15 at 09:06 PM

To make things make a bit more sense:

  • We had an original project without the asset pack that began in 4.7 I believe

  • Then when 4.8 came out we updated

  • Then I downloaded the generic shooter asset pack but was advised against simply adding it into my existing project

  • I made an entirely new project using the asset pack, using the "Create Project" button on the launcher under the asset pack itself

  • I created the child blueprint of the BP_PlayerCharacter blueprint in the asset pack

  • I then began migrating some of the assets over from our other project while both projects had the same version

  • Then I simply removed the older project, and continued working on the current one.

Hopefully that timeline makes sense. Might also help. Here's a link to the project: [REMOVED]

avatar image Ben Halliday STAFF Jul 14 '15 at 09:28 PM

Thanks! I removed the link, in case it had some of those purchased assets in it, but I have it and will let you know if I can narrow the problem down.

avatar image Haigen Jul 14 '15 at 09:29 PM

Ah yes of course, that completely slipped my mind! whoops! Thanks, looking forward to hearing back.

avatar image Haigen Jul 14 '15 at 10:13 PM

The child Blueprint is BP_PlayerCharacter_Engineer That's what I'm having issues with. Whenever I launch editor/package the game I also tend to get this error:

 BlueprintLog: New page: Compile BP_PlayerCharacter_Engineer
 LogOutputDevice: === Handled error: ===
 Ensure condition failed: !GetClass()->HasAnyClassFlags(CLASS_NewerVersionExists) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 625]
 Object 'REINST_BP_PlayerCharacter_Engineer_C_524 /Engine/Transient.World_2:PersistentLevel.BP_PlayerCharacter_Engineer_C_0' is being used for execution, but its class is out of date and has been replaced with a recompiled class!
avatar image Ben Halliday STAFF Jul 15 '15 at 07:16 PM

I checked out the project and I can confirm I'm seeing this, only with the Anim BP in the Engineer's Skeletal Mesh component. I'm probably going to need to open a ticket specifically for this project, since I cannot find the cause.

It does seem related to an issue we used to have in 4.7, but that was fixed in 4.7.4 if I recall correctly, and it would replace a reference with PLACEHOLDER_AnimBPName, rather than none, in most cases at least. I'm assuming, though, that the project you created to use the assets from Generic Shooter was a 4.8 project? And the original project you used was 4.7.4 or later?

EDIT: For reference, this was the issue I'm referring to: https://answers.unrealengine.com/questions/195461/character-loses-reference-to-animation-blueprint-a.html

avatar image Haigen Jul 15 '15 at 11:40 PM

Yes the original was made during 4.7.4 or later and the current project was made during 4.8.

Its not just the anim blueprint though. Sometimes even the mesh gets set to "none".

avatar image RynerAJ Jul 15 '15 at 02:57 AM

Hi Haigen,

I'm not sure if I can help here but, perhaps you can try use data struct/table. This is how I do it on my end - I have a BP called WeaponBP_Master. This master BP has the variables that will be inherited to child but has no value.

Then, I create data struct/ store data in the data table. So, whenever I create a new child for the weapon master BP, I will create new row in data table, which I will fetch it to set the vars inherited from master BP at construct script, inside the newly child BP. I'm not setting the variables manually inside the child BP.

I haven't tried it on character type BP thou, as the weapon master BP is based on actor. But I imagine it would work.

avatar image Demeese Sep 02 '16 at 02:09 AM
avatar image shaq_mobile Apr 04 '17 at 02:26 PM

I am running into this problem now. :(

I can create a child actor, save, quit, load, and and mesh/camera settigns are gone. The parent works fine. Seems like this started after 4.15.1

avatar image Sean L ♦♦ STAFF Sep 02 '16 at 01:21 PM

Thanks for the information, bh8817!

avatar image Sean L ♦♦ STAFF Apr 05 '17 at 11:51 AM

Here's a link to the ticket in question on our public tracker: https://issues.unrealengine.com/issue/UE-18765

avatar image Max_Damage_UK Jul 06 '17 at 07:56 AM

I have this in 4.16.2

I'll wait for 4.17 and try again.

Max

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4 answers: sort voted first

Thanks Haigen!

I've created a bug report for our developers (UE-18765) and included your project so they can look into it further. I will let you know as soon as I have any update for you.

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answered Jul 16 '15 at 08:20 PM

avatar image ZombieSoul Jul 22 '15 at 12:13 AM

I just wanted to post that I am also having this same issue, Also with the Generic Shooter Pack from the marketplace. I have been trying to figure out what is going on. And have reproduced it with just the pack no changes except making a child blueprint of the player character and a duplicate of the player character. Both have the same results. Works fine until closing the editor and reopening it will reset the animation blueprint and mesh to none. It is not only child blueprints that are affected.

Edit: This is with using stock 4.8.2, no code changes

avatar image Ben Halliday STAFF Jul 22 '15 at 04:52 PM

Thanks for the additional info, I'll be sure to add it to the report!

avatar image Haigen Jul 23 '15 at 07:03 PM

Is there an ETA? 4.8.3 or 4.9? This project is part of a university assessment that we could risk failing with this problem since we can't test anything.

I've setup the child blueprint to OnBeginPlay set the mesh and anim blueprint but now when packaging a development build, it causes a bunch of other problems.

I'd also like to add that creating a "shipping" build of that project results in an error as well. Failed to open descriptor file. Which I have not seen a solution for anywhere except for android devices which we are not using. It happened on the previous version of my project also, that did not use the Generic Shooter Pack.

Cheers for the help so far.

avatar image Ben Halliday STAFF Jul 23 '15 at 08:15 PM

Unfortunately no ETA at this time. I'm going to talk to the Marketplace team to see if they can look into that content pack, but for now your solution of setting the values on BeginPlay is the only one I can think of. The resulting packaging issue is likely unrelated to this bug, and I'd encourage you to create a new post so I can get the right people to look into that.

avatar image Allar Jul 24 '15 at 12:36 PM

The assets in Generic Shooter were created in 4.7 but were migrated to 4.8 once I started including 4.8 only functionality. I encountered this issue across all blueprints and had some back and forth with Mike Beach on GitHub. Perhaps the issue is a a lingering artifact from then. Recreating these blueprints from scratch would be a severe pain, any ideas on what would be the best way to 'clean' them? I've been requesting a 'blueprint cleaner' since Rocket xD. Lots of bad things can remain serialized over time it seems.

avatar image Ben Halliday STAFF Jul 26 '15 at 05:29 PM

I spoke with Mike Beach, and he's not exactly sure what problems a "blueprint cleaner" would fix. He agrees that this sounds related to the cyclic dependency issues that was causing the issues in 4.7, though in this case it's not using PLACEHOLDER_ references like it was then.

Mike suggested trying this commit: https://github.com/EpicGames/UnrealEngine/commit/854326149bd2988b4e5b0af7d5b1c62129792bc7

There's also another issue he's working on now that may be related, though it specifically regards components: UE-17675

Let us know if you're able to integrate that GitHub commit and whether it fixes this issue for you. @Allar: are you able to reproduce this on your end as well?

avatar image Haigen Jul 26 '15 at 09:38 PM

Since updating to Allar's newest version of Generic shooter I'm no longer experiencing this issue. I'm not sure what even changed but it's no longer coming up for me.

Thanks to both of you for your help. If you need the latest copy of my project perhaps to compare and find the issue I'll be happy to PM a link to you.

avatar image Haigen Aug 24 '15 at 04:56 AM

Whelp, the error has come up yet again. Again not entirely sure as to why. I've not even edited the parent blueprint since it fixed itself.

:(

avatar image Ben Halliday STAFF Aug 24 '15 at 06:39 PM

Hey Haigen,

Please try this in 4.8.3 with the commit suggested above, and let us know if the issue persists. Thanks!

avatar image Slayemin Aug 21 '15 at 01:07 AM

I've been getting this error as well. I'm using UE 4.7.6

I have a child actor component which tries to add in a blueprint. Every time I restart the editor, it gets reset to 'none'.

avatar image Ben Halliday STAFF Aug 24 '15 at 06:38 PM

Hi Slayermin,

Please try this in 4.8.3 with this commit, as suggested above, and let us know if the issue persists. Thanks!

avatar image ColdIronZinc Dec 17 '15 at 05:35 PM

Has there been any change or update on this? Seems like the same issue as https://answers.unrealengine.com/questions/246046/certain-bp-class-properties-keep-losing-value.html

My team is also running into this issue in 4.10.1.

We're also using the Generic Shooter as our base.

At first it was relegated to our Character classes - a class in the middle of the inheritance chain would randomly stop referring to its skeletal mesh and reset it to that of it's grandparent. We also saw some resetting of the collision capsule component's values. After deleting ALL of our child classes and rebuilding them from scratch - the issue still remained. To work around, we've "hacked" the values to be set at runtime in the "BeginPlay" event.

Last night another Actor class chain (our weapons) started exhibiting the same issue - child class data randomly being reset to parent or grand-parent values. We're losing valuable development time, and a bit of confidence.

Would love to help debug this in any way we can.

avatar image Ben Halliday STAFF Dec 17 '15 at 06:26 PM

No update on the reported bug at this time. It's similar to and possibly related to the other report you linked to, but there are several like that which are not directly related and it will take time to locate all the causes. I will post here as I see any updates to it.

avatar image ColdIronZinc Dec 17 '15 at 06:46 PM

Thanks Ben. Please let me know if there's anything my team can do to help track this down.

avatar image LimasseFive Mar 04 '16 at 08:09 PM

Hi,

Just to say I still have this issue (loosing references on mesh component of child classes) on 4.10.4 and as you can guess it's super annoying, really.

I stopped using child BP for a while as I had the issue before. I recently started a new proto and thinking it should have been fixed after all this time I made some BP actor having child, I know this is bad there are not married... Actually everything went fine until a point where after restarting the editor the issue came back!

Seems the workaround given by Ben Halliday on another similar topic (bDeferDependencyLoads=false in BaseEngine.ini) works for now but I hope this will be fixed soon.

Edit: Actually the workaround is not good, it was okay until the editor crashes on loading projects and I guess "bDeferDependencyLoads=false" is the cause as setting it back to true stops the editor crashes. But now BP child loose ref again...

avatar image Sean L ♦♦ STAFF Mar 07 '16 at 04:41 PM

Hello,

This issue is currently under investigation by our developers, but there is not a set timeline in terms of when a fix will be released. I will provide updates on this issue as they become available.

Have a great day

avatar image General Tyres Jun 01 '16 at 07:36 AM

Just want to add that I have a similar problem. At the moment I have two categories of blueprints that do this each with its own parent. I think the problem can definitely be narrowed down to parent and child classes. Using 4.11

avatar image malevolent Sep 24 '16 at 04:57 PM

I also have similar problem in both 4.12.5 and 4.13.0 It's really annoying and super super unproductive.. I created a child blueprint with a mesh inherited from the parent.. I saved and quited the editor.. then I opened it back on, the mesh was somehow set to "none".. Can anyone fix it? Thanks,

avatar image Sean L ♦♦ STAFF Sep 26 '16 at 06:45 PM

Hey malevolent,

Could you please provide the project that you are experiencing this issue in? Please zip it up, upload it to Drive or Dropbox and provide me with a link through PM on the forums: https://forums.unrealengine.com/member.php?160394-Sean-Flint

avatar image aWinter Sep 28 '16 at 05:16 PM

I suddenly suffer from the same issue in 4.13. The Mesh and Animbp of a Childactor reset. It was working fine for several weeks until a few days ago when I made changes to the Blueprints. I can't provide the project, but I could provide the Blueprints and its old instances. In the bugtracker the target fix is 4.14. does this mean it is currently being actively worked on this bug (and fixed soon) or should I rather test some workarounds?

avatar image Sean L ♦♦ STAFF Sep 28 '16 at 06:25 PM

A target fix is just an estimate of when the issue may be resolved, so it is definitely worth looking into a workaround in the meantime.

Have a great day

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I think I just ran into this problem. I have several C++ actors and BP classes inheriting from them. The BP is there just to edit defaults. I've been editing code and editing values with no problem for months. Then, today, one of the BP classes won't remember its settings. I was editing the code for an unrelated component when it failed.

Not all settings get lost, for some reason. Some custom and some standard components remember their data.

I tried closing, deleting the Intermediate and Binaries folders, and rebuilding. That had no effect.

I tried resetting all the values in the BP class, saving, and closing its tab. When I immediately re-open it, however, the settings I just saved are gone.

I tried replacing it with a new, from-scratch BP class. I inherited from the same C++ base and manually copied over all the settings. But the new one forgets just like the old one. Then I tried the same from-scratch process with a different BP class that isn't broken, and that one forgets itself too.

At this point, I'm going to have to hope that rebuilding the entire C++/BP inheritance tree from scratch solves the problem. I don't know why it would, but it's related, and I have not tried it yet.

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answered Dec 12 '15 at 03:21 AM

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PeterAC
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avatar image PeterAC Dec 12 '15 at 07:14 AM

I think I've "fixed" my problem.

I tried building up a totally new C++/BP class hierarchy that wouldn't have any weird data residue from game iterations. Same problem, after I exited and relaunched the editor. Before I closed and reopened, it worked. But that's useless.

I ended up "fixing" it by deleting a custom class I made that inherited from UPaperSpriteComponent. I had started developing with the Paper component, but eventually transitioned to my own to get more functionality. Now, granted, I did replace existing Paper components with my own, and I expected the editor to pitch a fit due to the type mismatch. It didn't, but then a couple days later it just stopped working.

This is not the first time I've run into a brick wall of broken functionality by trying to extend something other than the basic classes. Unfortunately this episode makes me feel like as soon as you try to do your own thing with UE4, all bets are off. Subclassing the Paper2D sprite component should never bring my entire studio's progress to a halt.

avatar image PeterAC Dec 12 '15 at 07:14 AM

I think I've "fixed" my problem.

I tried building up a totally new C++/BP class hierarchy that wouldn't have any weird data residue from game iterations. Same problem, after I exited and relaunched the editor. Before I closed and reopened, it worked. But that's useless.

I ended up "fixing" it by deleting a custom class I made that inherited from UPaperSpriteComponent. I had started developing with the Paper component, but eventually transitioned to my own to get more functionality. Now, granted, I did replace existing Paper components with my own, and I expected the editor to pitch a fit due to the type mismatch. It didn't, but then a couple days later it just stopped working.

This is not the first time I've run into a brick wall of broken functionality by trying to extend something other than the basic classes. Unfortunately this episode makes me feel like as soon as you try to do your own thing with UE4, all bets are off. Subclassing the Paper2D sprite component should never bring my entire studio's progress to a halt.

avatar image Ben Halliday STAFF Dec 12 '15 at 07:10 PM

Hi Peter,

Please open a new post for this issue in the Bug Reports section and I can get someone to look into it. It appears to be a separate issue from the one reported here, though it has similar symptoms. Thank you.

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Still happening in September 2016 with 4.12.5. Tried what was suggested but no luck, Any help?

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answered Sep 16 '16 at 11:20 PM

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me4dinosaur
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avatar image Sean L ♦♦ STAFF Sep 19 '16 at 01:32 PM

Could you please open a new thread for your issue so that we can focus on reproducing the specific issue you're experiencing? You can create it in the Bug Reports section.

Thank you

avatar image me4dinosaur Sep 19 '16 at 04:18 PM

I found the error; the child blueprint is corrupt. It lets me use it in game but not edit it.

avatar image Sean L ♦♦ STAFF Sep 19 '16 at 06:08 PM

Try looking in your project's Saved->Backups folder to see if it contains a backup of the asset. If not, it would be worth recreating the blueprint from scratch and deleting the corrupted version.

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I've made a thread on the forums where we can hopefully discuss this more easily/productively. Includes a survey it'd be helpful if you'd all fill out. https://forums.unrealengine.com/showthread.php?143060-SURVEY-There-s-A-Really-Really-Terrible-Bug-Where-Child-Blueprints-Get-Their-Variables-Reset

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answered Apr 24 '17 at 06:55 AM

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JoeWintergreen
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