Character Skeletal Mesh Loses reference on editing widget or HUD.
This is a very odd bug.
So there is a HUD BP, a widget BP, and a character BP.
The HUD BP gets information about the character and stores it as strings. The widget gets those string values through Text component bindings to display the information on the screen.
If I change or add any bindings in the widget, or reference the character, the character bp will not have a skeletal mesh assigned when the project is closed and opened. This means when the project is packaged it will not have it either. The clients will show the mesh in T Pose with no animations (I'm assuming they are removed when there is no skeletal mesh assigned) but the server will not render and mesh so no animations or sockets will work.
The same thing will happen if I edit the HUD at all. Sometimes I cannot even save the HUD and no reason is given.
I can open the game in the editor, reassign the mesh and the animations and the clients will look fine and sometimes even the server renders the skeletal mesh but every time the project is closed the mesh in the character is assigned to nothing.
Sometimes I can edit both the hud and widget and when reopening the editor I can assign the skeletal mesh and animations to the character and it will look like it is working (until it is closed and opened again). In this case though the bindings and references in the HUD will say they reference none when getting the information from the character some percentage of times.
Even if the mesh and animations are assigned on construction the server will still not see them so any actions done with authority will not work.
We have 4 programmers on our team and all experience the same thing. We are using the latest version of 4.11 from github.
So we were never able to fix this problem or find the cause. We re-parented everything we could to C++ and made new C++ classes for everything else. We have most of the things back up and running. This left some of our BP devs in the cold for a while but we are all learning and finding a good balance of BP use.
Again I have to say that Unreal Answers really needs a different classification for questions; such as inactive or closed. Marking everything as resolved whether or not it is resolved makes Unreal Answers a huge field of disappointment. Most questions I find marked as resolved are not and have just been left inactive.
For example this questions could have been marked as Inactive for a while and now could be marked as Workaround Found because the problem was never resolved.
Words mean things!
Sorry for being so salty.
answered Jul 18 '16 at 01:54 PM
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