4.11.2: Failed Blueprint Import - Reproducible

OS X El Capitan 10.11.4

UE 4.11.2 from binary launcher. (I’m pretty confident that this affects earlier versions as well, but this is what I’m using).

Following the exact steps below, I can produce the errors at the bottom of this post: (You may be able to omit some of these steps and still get the error, but this is what I did).

  • Launch UE 4.11.2 from the Epic Launcher
  • New Project > Blueprint > Blank > Desktop > Maximum > No Starter content > name it MyProject > Create Project
  • File > Save > name the level MyLevel > Save
  • Project Settings > Maps & Modes > Editor Startup Map > MyLevel
  • File > Save All
  • Add New > BluePrint Class > Actor > MyActor
  • Drag MyActor into the level anywhere
  • File > Save All
  • Open MyActor
  • Add variable > name it MyFloat > Change type to float > Compile > Set default to 55.0 > Save > Compile
  • File > Save All
  • Quit the Editor
  • Restart Editor
  • Add New > BluePrint Class > choose MyActor as parent class > Select > MyChildActor
  • Drag MyChildActor into the level anywhere
  • File > Save All
  • Open MyChildActor
  • Create a Get MyFloat node in the event graph
  • Drag execution pin off of Event BeginPlay and create Print String node.
  • Drag My Float node value to print string input to hook auto-conversion node to print string
  • Save > Compile
  • File > Save All
  • Quit the Editor
  • Restart Editor
  • Rename MyActor to MyRenamedActor
  • File > Save All
  • Quit the Editor
  • Restart Editor

Output Log:

LoadErrors:Error: Error /Game/MyChildActor : Failed import for MyActor_C /Game/MyActor.Default__MyActor_C [redirection] in /Game/MyChildActor

Message Log:

Error /Game/MyChildActor : Failed import for MyActor_C /Game/MyActor.Default__MyActor_C [redirection] in /Game/MyChildActor

Full Output Log Attached