"Unrecognized tab" opens when creating new Variable

When i add NEW Variable or function inside character blueprint a new empty “MyBlueprint - unrecognized tab” opens and doesnt disappear after compile or save. I have to close it manually.
Version is 4.14.3

I have the same problem!

Hello pafin,

I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a more detailed list of steps to reproduce this issue on our end (including any small steps that may be have been left out of your original post)?
  3. Could you provide screen shots of the issue as well as any blueprints/settings that may be involved?

Hello, Rudy!

I have also got double MyBlueprint tabs on several occasions in addition to the unrecognized tab:

I have placed them underneath each other in this screen shot. This is from a Widget Blueprint in a new C++ project without anything else added or modified. The Widget Blueprint and the Designer is empty! I am not sure what triggers this but it does not happen every time.

For me the unrecognized tab shows up after using the blueprint editor for some time. I’ll document it properly the next time it happens!

Thanks for the additional information, feel free to update this post when you have more information on how to reproduce this issue on our end and I will be happy to assist you further.

Hello, Rudy!

Here is my unrecognized tab:

As you can see this is also linked to the MyBlueprint tab. When it comes to reproduction of this bug, I still don’t know how to do that. This time it occured after 45 minutes of blueprint editing.

I will continue to investigate this. Please tell me if you need any more info!!

EDIT: Just to clarify: I was creating a new variable when the unrecognized tab opened!

EDIT 2: The Output Log lists the following warning when the unrecognized tab opened:
LogTabManager:Warning: Cannot spawn tab because no spawner is registered for ‘MyBlueprint’

Hello Fjellgnu,

Would it be possible for you to provide the project that you are using to reproduce this issue? Also, what is your exact method for adding a new variable?

Hello Rudy!

I click on add variable in the My Blueprint tab and sometimes the Unrecognized Tab appears and sometimes I get a duplicate My Blueprint tab.

The problem is that I can’t find a way to replicate this that works every time. It just happens every now and then.

Also, how do I sent you my project? Can just add it as an attachment here or is there another way to do this? I am not sure I want to make this project available to everyone!

If you would like to provide the project privately, you could do so by zipping down the project and providing it via google drive or drop box in a private message to me on the forums.

I have run several tests on the project provided. However, I have not been able to reproduce the extra uncategorized tab that you are seeing. ARe there any other changes I need to make to the settings that could be causing the issue that you are seeing?

I am sorry for the late reply.

Actually i couldnt reproduce this bug again since then.

It looked exactly like Fjellgnu showed it:

I will definitely pay more attention when it comes up again.

Thanks

I can’t think of any other settings or things I have done to cause this to happen. I change my layout quite often and the last time I got the unrecognized tab I had the My Blueprint and Details tabs side by side like this:

125503-layout.png

I doubt this has anything to do with this bug, though

A really wild idea could be one of the apps running in background on my computer causing an “allergic reaction” in the engine. This really “out there”, though, because the unrecognized tab is a too specific reaction for another piece of software to cause it.

To be honest I am leaning towards “Let’s forget this whole thing!” I don’t know what pafin can come up with but I am not sure the effort we put into this will lead anywhere. What are your thoughts?

One last question: If we are unable to reproduce this bug, will it be ignored completely?

Hello Fjellgnu,

Without a way to reproduce this issue on our end, I will not be able to write up a report. If you no longer want/are able to investigate the issue, the thread will be marked as resolved for tracking purposes until someone reopens it (by simply posting a reply) with more information. At that time we will be happy to investigate further.

Okay.

I will to continue to investigate (but it will not be given any high priority) and if I stumble across a way to reproduce this in the future I will report it, of course.

Thank you for your help with this!

Hello Fjellgnu,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If anyone is still experiencing this issue and has more information to provide, please respond to this message with additional information and we will follow up.

Thanks,

Okay.

I’ll get back to you if (or when) I have anything new to add.

Good afternoon!

I have managed to encounter this issue along with another “side-effect” of this bug. I was working on a custom project, based on the Side Scroller 3D project.

While I was working on my “animation blueprint” after an extensive session of creating animations directly in Unreal Engine 4.12.5 , I decided to create a “state machine”, where I linked [entry] to [idle] and [idle] to [walk].
I clicked at the transition between [idle] and [walk] to create a “transitional rule”.
For this “transitional rule” to work, I went to my character’s blueprint (In this case, it was "SideScrollerCharacter" blueprint with my custom mesh in place of SK_Mannequin)* and created a new “boolean” variable named “is player moving”. Afterwards, I connected “set [is player moving]” to “Add Movement Input”. I created a “not equal (float)” box and connected [Axis Value] from “InputAxis MoveRight” to that condition box and connected the result to [is player moving] slot in “set [is player moving]”.
Then, I went back to editing the “transitional rule” and placed “get [is player moving]” without setting anything in the [target] input. I placed “equal (enum)” box and connected [is player moving] to that box, the output of which I connected to the transitional input (I don’t remember the name). I tried to compile it, but it did not let me because target was missing in “get [is player moving]” box. I tried to find a correct node by connecting it with random boxes, but I failed. (I tried to compile the blueprint on every attempt). Then, I deleted the “state machine” altogether.
After this, however, the bug appeared. I started working on the “event graph” and when I made new variables it would open unrecognizable tabs appeared. Also,“window” tab at top left corner, but all the “graph editor” tabs were missing. The first line was “Sequence recorder”. At that point, I decided to restart the program. It worked and everything returned back into working order.

Thank you,

Thank you for the information provided. However, I have a few questions for you that will help narrow down a reproduction case for this issue.

Quick questions:

  1. Can you reproduce this issue in a clean project in the latest version of the engine?
  2. If so, could you provide a detailed list of step to reproduce this issue on our end?
  3. Could you provide screen shots of any settings/blueprints that may be involved?

I was having the same issue. My solution was to reset the reset the layout. Windows → Layout → Reset Layout

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This worked for me as well. Thanks!