4.13+ Plugin custom Kismet BP Node: Standalone game crash
I have a custom UK2Node in a Plugin Editor-only Module. If I add the node to a BP, Play Standalone Game crashes.
Happens in 4.13 and 4.14, but not in 4.12 ! Also works fine in Simulate and Packaged.
AFAIK the custom node is expanded (as in ExpandNode is called), but the node is serialized in the compiled blueprint. So, when Standalone game loads the blueprint, the node fails to load (because it's an Editor-only class), then it crashes in a UEdGraphPin de-serialize because it seems there is still a node with a pin to my node (which is null now).
Here is a very small Plugin and steps to reproduce of the bug:
Relevant logs when I launch Standalone Game:
The asserts seems to happen when de-serializing the exec pin in the "Begin Play" node.
Everything seem legit, the only bug I see is that my "Test Node Plugin" function is serialized in the compiled blueprint instead if it being expanded and removed.
I cannot even workaround by putting my node in the "Game" Module, because UnrealHeaderTool wont see my
I still hope it's my fault, if not, it means I still don't have a workaround, and will need to wait for a fix in the Engine.
Also, any workaround ideas is welcome !
Ok, so making the workaround the answer:
The problem finally seems to be since UE 4.13, standalone game does not load Editor modules, so it's not able to load my custom BP node.
So, the workaround is to manually load the Editor module from the Game module if
answered Nov 22 '16 at 02:36 PM
in .uplugin file, change the module LoadingPhase to "PreDefault"
answered Sep 28 '17 at 12:09 PM
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