Character classes have * next to their name since 4.1?

Hi,

I have a strange issue where only my character class blueprints are showing a * next to them upon loading the project - this goes for all new and old, I have tested both and this is happening even before I’ve been able to make a change to them within the editor.

The effected assets are saving and compiling correctly. However there is an issue with the blueprints actually working in game.

What on earth could be causing this. It has completely halted my development as I cannot progress without a working player and enemy in my game!

Kind regards,

Hi ,

Does this happen in all projects or is it limited to one specific project? For instance, if you started a fresh project with no additional content does this occur as well? Could you also see if you selected 4.0.2 version if this still occurs? Thank you!

Hi ,

This is happening in a completely blank project and template on 4.1 too - however none of these issues are happening in 4.0.2 from either a blank or template project.

Cheers,

Hi ,

The * you are seeing, does it occur only after you have made a change in the blueprints? There is a feature that shows a * after a blueprints name in the blueprint editor to let the user know that there has been an alteration made and that this alteration is unsaved. This can be seen in the picture below.Is this what you are seeing? If so save the blueprint and see if that makes the asterisk disappear. Thank you!

Unfortunately I’m not seeing this on my end, can you provide me some repro steps to follow so I can try to re-create what you are getting?

Here is what I’ve done so far:

  1. Open project (I created a sample rolling ball project)
  2. Open character (PhysicsBallBP)
  3. Alt+Leftclick on one of the event functions to cause a change (asterisk appears)
  4. compile, save, close
  5. Open same blueprint (did not see asterisk again)

Are there any steps that I have missed? Thank you!

that is indeed what I am seeing and the blueprints are being saved before I close the editor. However once I open it again they are immediately displaying again even though I’ve not made any alterations to them

When I created this error in a blank project - I opened a new BP under the character class - e a simple event tick > print string graph, compiled, saved, closed and then reopened with the issue

Hi ,

I followed your steps, however the only time I can get the asterisk to remain after closing the blueprint editor and bringing it back up is if I specifically compile but do not hit the save button afterwards. Otherwise the asterisk removes itself every time.

well thats everything I’m doing. I’m quite worried that a months work is now gone to the recycle bin due to this. everything was working post update. And continues to work on the older version. It looks like the BP’s are saving so although thats the reason I raised this bug question. My issue is that my Movement blueprints (which happen to be the character blueprints) are no longer working.

There is a thread about it here, We think we have a workaroud but if anyone at Epic could have a look I’d really appreciate it

I’d like to further add that anything with AI in it, when I launch it (like shooter demo or strategy game) the launch fails at the staging process. There is something very wrong here with the engine.

The launching issues are happening on both 4.1 and 4.0 versions. I know this wasn’t the case before as I had used strategy game to look at AI information when initially researching

Is there any 1-1 support for this engine? I’m paying the subscription for a program that now won’t work for any software created on it with AI. I’m sure you understand my frustration.

I’m still getting this issue after completely cleaning my computer of unreal engine and reinstalling. - Is there anything else I can do?! I’ve lost 4 weeks of work over this

Ok I may have been hasty so pardon my outbursts. Working to a deadline is never fun eh? - after running a vislog I think I’ve finally sourced the issue, the move to location node I’m using is failing to project my destination location to the navmesh

I’ve already tried making a new navmesh and getting the same issue from the vislog. I feel like I’m getting close to sorting this. Just need that last bit of help please! :smiley:

Hi ,

Make sure that if you are casting the blueprint to another blueprint or calling another blueprint in any way that you compile and save both when you make any changes. This could be throwing the error as well and is a known issue. Thank you!

There were some changes with the navigation and capsule collision interactions that may be related to this. Could you tell me what settings and size your AI’s capsule is using?

capsules are using 344 by 130

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you!