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Unable to save asset after hotreloading

But it prevents saving of edited resource. So i need to throw away all my work :|


Product Version: UE 4.10
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asked Feb 23 '16 at 08:54 AM in C++ Programming

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2 answers: sort voted first

Hello Yata,

This is a problem we've gotten multiple reports of but isn't a bug in most cases. It often has something to do with the structure of your project and what objects are referencing each other. You can find more information about other people having these problems at these posts:

https://answers.unrealengine.com/questions/219204/cant-save-due-to-graph-is-linked-to-external-priva.html https://answers.unrealengine.com/questions/80010/cant-save-blueprint-referenced-in-enginetransient.html

If you cannot find the issue, please let me know and post the code related to the objects that are failing to compile. Without more information on the structure of your project, we won't be able to move forward.

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answered Feb 23 '16 at 04:27 PM

avatar image Yata Feb 24 '16 at 03:36 AM

Step 3 = click thru all the found references, and delete those nodes (make a backup before doing this)

Step 4 = do this till you can save!

Step 5 = recreate the nodes you deleted

Have something like this. I think this is some UE bug. Why user must recreate this nodes and this can not be done automatically.

avatar image Matthew J Feb 24 '16 at 03:20 PM

It's possible that it is a UE bug but that depends on the case and how your project is set up.

There is currently a bug report in that mentions not being able to save if the class the blueprint is based off of was edited and then a hot reload occurs. This is a specific case however and doesn't happen in all situations.

If you do have a 100% reproduction case for this issue however, it would be very helpful if you could provide that so that we could make a solid bug report for the issue. This would require recreating the problem from a fresh project so that we know that it isn't project specific.

avatar image Yata Feb 25 '16 at 02:52 AM

I am not sure if I can reproduce it. But as I remember i had a class with UFUNCTION returning array of USTRUCTs. And Used this class in HUD Blueprint. Called array returning function and had a ForeEach for it. Than I changed some flags on USTRUCT, Added BlueprintType I think, and added BleuprintReadOnly flags to struct fields. After hotreloading that changes bug occured.

I'll try to reproduce it later. But now is a little bit busy.

avatar image Matthew J Mar 01 '16 at 08:46 PM

Hello Yata,

Have you been able to reproduce this issue yet and get some repro steps?

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Epic has agreed this is a bug now here:


I recommend everyone vote for the issue so it might get raised to a higher prio!

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answered Sep 18 '16 at 01:24 PM

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