"GetClassDefaults" outputs breaking after 4.12 update

Hey there,

after converting my two Marketplace Projects from 4.11 to 4.12, the existing “GetClassDefaults” Nodes keep disconnecting their output wires when I restart the projects or try to package them.
This happens in both projects after converting them to 4.12.

I can’t reproduce this in a clean 4.12 project, so I really comes from converting.

You can try reproducing it by create a new BlueprintClass A in a 4.11 Project. Giving it a Text Variable.
Creating a second new BlueprintClass B. Giving it a Class Type Variable of BlueprintClass A.
Getting Defaults of this Class Variable and using the Text Variable to set some other text.

Then convert the project from 4.11 to 4.12 and open the 4.12 Version. The ClassDefaults Output Text should be disconnected.

If this doesn’t work, I can provide you with a 4.11 and 4.12 Version of one of my Marketplace Projects (private message), so you can test it yourself.

Cheers!

Hi ,

I tried this on my end and it looks like you may need to populate your class variable. As it stands in the steps you have provided, the class variable is NULL, and as such will have errors similar to what you’ve described. To test, add an IsValid check on BeginPlay and print a string on Valid. If it does not populate, your value is NULL and needs to be populated to be used properly.

I gave it a default value already (had that idea too). But it’s not on STARTING the game, but on opening the project. Similar to the Struct disconnecting bug.

The outputs of the “GetClassDefaults” node disconnects after opening the Editor Project. If I go ahead and reconnect them all, close the Editor and reopen it, they are all disconnected again.

Doing the same in a NEW 4.12 project does NOT result in disconnecting.
It must be some kind of bug with converting from 4.11 to 4.12.

If you can’t reproduce it, I can send you a 4.11 and 4.12 project where you can see it yourself.

if you could send a sample project this is occurring in, I would be happy to take another look.

I will send you the 4.11 and 4.12 Version of my “Killstreak” System (Marketplace) via PM on the Forum.

I will include further information in the PM.

Hi ,

I was able to reproduce this on my end and have entered a bug report, UE-31735, to be assessed by the development staff. I attempted to find a workaround, however I could not find one that will work at present. It will have to be reconnected each time the project is open for now.

Yeah, it’s fine. I told about it. Once this is fixed, I will update my project to 4.12. Hopefully that will make it into a hotfix or so :x

Thanks !

Guys,
for the 500th time - test it with the GenericShooter Kit from Allar. Everything you need to reproduce this error are in his project. It is 100% Blueprint so there is nothing that should cause the editor to crash.

You fixed 31735 and since that the project does not even start up anymore. We are now getting a
Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad) [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 102]
Detaching from existing linker for …/…/…/…/…/…/Users/dev/Documents/Unreal Projects/GSTest/Content/GenericShooter/UI/MainMenu/Widgets/Menus/WB_GameModeSelect.uasset while object ObjectProperty /Engine/Transient.TRASHCLASS_WB_GameModeSelect_89:ObjectProperty_442 needs loaded

Sorry, but what? Why should one test this with Allar’s project? And why should “100% Blueprint” prevent the Editor from crashing?

Is the Assertion fail due to “GetClassDefaults” Node disconnecting after updating from 4.11 to 4.12? If not, please open up a new post, since after the fix, my question here is resolved.

Correct. Crashes the editor now instead of just disconnecting the node. Problem just shifted. I mentioned Allars project because we are trying to let them know for weeks already that the repo they need is provided by his project on the marketplace. Quick question, do you call GetClassDefaults in an UMG BP?

Yeah I do. Though after converting, it disconnected in normal BPs too. got a 4.11 and 4.12 project from me where the issue is visible. That’s a lot ‘thinner’ than Allar’s project, so it should be easier to track the error down.

I haven’t tried my project yet, but if it’s crashing now, then we should open up a new bug report for that.