Build errors from files that do not exist in the project

Hello all,

I come here today with something that has bugged me for quite a few days now. I’m trying to build the game for a testing shipment and can’t. However, out of the 68 errors that it portrays, over 90% are errors from files that do no longer exist. A post from Facebook which I posted today can be found here where more information can be provided:

this post summed up (with info that hasn’t been included in this forum post):

  • Fix redirectors was executed prior to building and there have been no redirectors found.
  • These files were deleted from the UE4 Content Browser and then all the references were deleted manually.
  • None of these results appear in the search Blueprint function (all indexed).

I will also be uploading the log of the build. [link text][1]

How can I solve this? Thanks!

101727-cook-2016.08.05-20.18.45.zip (706 KB)

,

If there are files showing up in your logs that you no longer have, please make sure they’re not being referenced in any code or blueprint. Try to delete your Intermediate and Saved folders and attempt to package again. If you did not modify your configuration at all for the project, you can delete your Config folder too and that’ll reset it back to default.

Once you’ve done all of that, repackage your game and provide me the log if it fails. That should narrow down the warnings that the project is throwing to pin-point exactly what’s wrong. However currently, this is what I would focus on in regards to fixing the issues that are currently seen in the logs:

[2016.08.06-03.18.32:627][  0]LogInit:Display: Warning/Error Summary (Unique only)
[2016.08.06-03.18.32:627][  0]LogInit:Display: -----------------------------------
[2016.08.06-03.18.32:642][  0]LogInit:Display: LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/ThirdPersonBP/Blueprints/Projectiles/EAG_ProjectileMain.EAG_ProjectileMain_C:RecopilationEffectsSettings'. Unknown structure.
[2016.08.06-03.18.32:643][  0]LogInit:Display: LogBlueprint:Error: Compiler Error The property associated with  Lives Residual  could not be found from Source: /Game/ThirdPersonBP/Blueprints/UMG_DinosaurLivesLeft.UMG_DinosaurLivesLeft
[2016.08.06-03.18.32:643][  0]LogInit:Display: LogBlueprint:Error: Compiler Error The property associated with  Lives Residual  could not be found from Source: /Game/ThirdPersonBP/Blueprints/UMG_HumanLivesLeft.UMG_HumanLivesLeft
[2016.08.06-03.18.32:643][  0]LogInit:Display: LogOutputDevice:Error: 
begin: stack for UAT
[2016.08.06-03.18.32:644][  0]LogInit:Display: LogOutputDevice:Error: 
end: stack for UAT
[2016.08.06-03.18.32:644][  0]LogInit:Display: LogBlueprint:Error: Compiler Error The property associated with  Overlappingtheclimbing Actor?  could not be found from Source: /Game/ThirdPersonBP/Blueprints/Tactical-System/ClimbingFactor/EAG_Climbing-InteractingActorMain.EAG_Climbing-InteractingActorMain
[2016.08.06-03.18.32:645][  0]LogInit:Display: LogBlueprint:Error: Compiler Error The property associated with  Requestto Climb  could not be found from Source: /Game/ThirdPersonBP/Blueprints/Tactical-System/ClimbingFactor/EAG_Climbing-InteractingActorMain.EAG_Climbing-InteractingActorMain
[2016.08.06-03.18.32:645][  0]LogInit:Display: LogBlueprint:Error: Compiler Error The property associated with  Climbing Stats  could not be found from Source: /Game/ThirdPersonBP/Blueprints/Tactical-System/ClimbingFactor/EAG_Climbing-InteractingActorMain.EAG_Climbing-InteractingActorMain
[2016.08.06-03.18.32:646][  0]LogInit:Display: LogBlueprint:Error: Compiler Error This blueprint (self) is not compatible with ' Target ', therefore that pin must have a connection. from Source: /Game/ThirdPersonBP/Blueprints/Tactical-System/ClimbingFactor/EAG_Climbing-InteractingActorMain.EAG_Climbing-InteractingActorMain
[2016.08.06-03.18.32:646][  0]LogInit:Display: LogBlueprint:Error: Compiler Error Could not find a function named "CasttoAnimBPPure" in 'EAG_Climbing-InteractingActorMain'.
Make sure 'EAG_Climbing-InteractingActorMain' has been compiled for  Castto Anim BPPure  from Source: /Game/ThirdPersonBP/Blueprints/Tactical-System/ClimbingFactor/EAG_Climbing-InteractingActorMain.EAG_Climbing-InteractingActorMain
[2016.08.06-03.18.32:647][  0]LogInit:Display: LogBlueprint:Error: Compiler Error Default value '' for  Dinosaur Savedand Valid  is invalid: 'PinSubCategoryObject on pin 'DinosaurSavedandValid' is NULL and PinSubCategory is '' not 'self'' from Source: /Game/ThirdPersonBP/Blueprints/Tactical-System/ClimbingFactor/EAG_Climbing-InteractingActorMain.EAG_Climbing-InteractingActorMain
[2016.08.06-03.18.32:647][  0]LogInit:Display: LogBlueprint:Error: Compiler Error Default value '' for  Dinosaur Anim BP  is invalid: 'PinSubCategoryObject on pin 'DinosaurAnimBP' is NULL and PinSubCategory is '' not 'self'' from Source: /Game/ThirdPersonBP/Blueprints/Tactical-System/ClimbingFactor/EAG_Climbing-InteractingActorMain.EAG_Climbing-InteractingActorMain
[2016.08.06-03.18.32:648][  0]LogInit:Display: LogConsoleManager:Warning: Setting the console variable 'r.Streaming.PoolSize' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByProjectSetting'

Hello ,

Thanks for the time put to replying. As I mentioned, I already removed all the references from the code and blueprints. I’ve also tried it from different projects, as well as deleting Intermediate and saved folders. I’ve also tried manually deleting all locally generated files by the Engine (In Appdata/Local).

I’m using the source engine for which the only thing I’ve modified is the FoliageInstancebase.cpp (line 89, change the error from Fatal to Warning). Trying the build from the Launcher engines have the same effect though.

I’ll try rebuilding now after a couple of suggestions some pals said and I’ll see what comes up.

[link text][1]

106093-16-223.zip (559 KB)

This is the log.

What I did was that I changed the name of the folder the Project was in, Recreated Intermediate and then changed it back to the name it originally had.

Have you tried opening a new project and verifying that it’s not pushing out the same type of errors? Since you’re using a Source version of UE4 and you did modify one line, I would double check and make sure that for some odd reason that it didn’t cause an issue for all projects.

I would also suggest rebuilding the engine source code, just in case it just needs to be refreshed.

Let me know what happens after you try the tips provided by your friends. :slight_smile:

Check your UStructProperty and try to correct the error that it’s running in to. I pulled out the errors for you that look to be most alarming.

Another thing you can try to do is to move your whole project over from the older project to a newly created project and set it all back up. That should refresh your project files.

UE4Editor-Cmd: [2016.09.07-21.17.44:244][  0]LogInit:Display: Warning/Error Summary (Unique only)
UE4Editor-Cmd: [2016.09.07-21.17.44:244][  0]LogInit:Display: -----------------------------------
UE4Editor-Cmd: [2016.09.07-21.17.44:258][  0]LogInit:Display: LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/ThirdPersonBP/Blueprints/EAG_TextNotification.EAG_TextNotification_C:TextLabels'. Unknown structure.
UE4Editor-Cmd: [2016.09.07-21.17.44:258][  0]LogInit:Display: LogOutputDevice:Error:
UE4Editor-Cmd: begin: stack for UAT
UE4Editor-Cmd: [2016.09.07-21.17.44:258][  0]LogInit:Display: LogOutputDevice:Error:
UE4Editor-Cmd: end: stack for UAT
UE4Editor-Cmd: [2016.09.07-21.17.44:259][  0]LogInit:Display: LogConsoleManager:Warning: Setting the console variable 'r.Streaming.PoolSize' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByProjectSetting'
UE4Editor-Cmd: [2016.09.07-21.17.44:259][  0]LogInit:Display: LogClass:Warning: Property TextLabels of EAG_TextNotification_C has a struct type mismatch (tag STRUCT_REINST_UI_TextLabels_38 != prop FallbackStruct) in package:  ../../../../../../EAGBuild/September7/Sep7/Content/ThirdPersonBP/Blueprints/EAG_TextNotification.uasset. If that struct got renamed, add an entry to ActiveStructRedirects.
UE4Editor-Cmd: [2016.09.07-21.17.44:260][  0]LogInit:Display: LogClass:Warning: Property TextLabels of EAG_TextNotification_C has a struct type mismatch (tag FallbackStruct != prop UI_TextLabels) in package:  FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
UE4Editor-Cmd: [2016.09.07-21.17.44:260][  0]LogInit:Display: LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParentReferences() - Couldn't find inherited parent component 'DefaultSceneRoot' for 'Camera' in BlueprintGeneratedClass 'REINST_Recon_MainSniper_C_190' (it may have been removed)

Have a great weekend!

Hello Sam,

How do I add it to Active Redirects? Sorry I am not familiar with this procedure. Thanks

Hey,

Thanks for your patience. I found [an old post][1] that will help you with removing any activeclassredirect warnings from your project.

You should try to fix the structure problem that’s going on in this file: LogInit:Display: LogProperty:Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/ThirdPersonBP/Blueprints/EAG_TextNotification.EAG_TextNotification_C:TextLabels’. Unknown structure.

It looks like part of the structure is set up incorrectly.

[Struct Documentation: Code][2] | [Struct Variables in Blueprints][3]

How to solve ActiveClassRedirects error? - Blueprint - Epic Developer Community Forums
[2]: Unreal Engine UStructs | Unreal Engine 5.1 Documentation
[3]: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Variables/Structs/index.html

Hey . I will apply some of these fixes and recommendations tomorrow. I will get back to you in this post within the next 4 business days. So far, thank you for your help. I’m really looking forward to getting this solved :slight_smile:

Well, fixing the redirects and adding manually the struct configuration didn’t seem to do much. Any other workarounds that you might suggest?

Could you upload your newer logs and I can see what I can do. Thanks! :slight_smile:

Yes, I can do that. I did get some of those problems fixed automatically. I’m not sure what’s going on to be honest. I cooked then packaged and some went away but then I think it might have to do with my antivirus? On some attempts it marks them as errors and in some it does not.

Disable your antivirus and see if that helps solve the issue. If not, enable it and provide me with the updated logs.

Thanks! :slight_smile:

Got it to cook!!! Don’t hold me though I’ll be back soon with possible future problems hehe

There were other problems but the solution was to delete all content not being used.

I’m glad the issue is resolved for now, please upload a new issue to AnswerHub if you have any further questions!

Thanks!