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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

Product Version: UE 4.11
Tags:
log.txt (9.9 kB)
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asked Apr 19 '16 at 10:32 PM in Blueprint Scripting

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CleanCut
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