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Failed import for SplineComponent

I have a base class in C++ for my project, and in this object I have

     UPROPERTY(BlueprintReadOnly, Category = "Path")
         USplineComponent* PathSplineComponent;

this spline component. This spline component is created in the constructor for this object

      // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = false;
     PathSplineComponent = CreateDefaultSubobject<USplineComponent>(TEXT("PathSpline"));
     m_TrackStarted = false;
     m_TrackingTime = 0.0f;
     m_nextDataPoint = 0;

Now in Blueprint, I have a PathBaseBP that derives from APathBase, and then a few other blueprints that then derive from PathBaseBP. Functionally, everything works great. I'm having no issues with how the paths work. However upon opening the editor, I get these messages in the error log:

 Error /Game/Blueprints/Paths/Path_Left : Failed import for SplineComponent /Game/Blueprints/Paths/PathBaseBP.Default__PathBaseBP_C:PathSpline

I get one for every path blueprint that derives from PathBaseBP. Anyone know what might be causing this? I am defining the shape of the spline in the derived paths blueprint construction scriptalt text

The array is just hand built to give me the shape I want.

Is this an error I can just forever ignore? Or is there some deeper problem I am not seeing that hasn't reared its head yet with the way I am using these.

Product Version: UE 4.11
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asked Apr 29 '16 at 12:07 PM in C++ Programming

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We have resolved this problem. The issue is that PathBaseBP had no components or variables of its own, so was being treated as a Data blueprint. Unreal seems to not like having stuff derive from a data blueprint and expects them to be endpoints. I added an unused variable to PathBaseBP and now all the objects that derive from PathBaseBP no longer give the error.

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answered May 06 '16 at 07:08 PM

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