Every time I start the editor, open a specific level and try to play in editor, this message appears to me:
And every time, I just open to these blueprints, click “Compile” and that’s it. It compiles without errors and now I can play in editor like nothing happened. Until I restart the editor, then I have to do the same thing. Again and again.
How can I fix that?
Edit:
Two screenshots of the blueprint before compile (edit 2: first, I though that there weren’t any other information, but I was wrong: when hovering the mouse cursor over the error, a message appears):
Yes, each blueprint has a node marked with a red “ERROR” when I start the editor. When I compile, it disapears and everything works fine. I updated the post with new screenshots of this. I can’t see anything in the Message Log window, there is another place where I can check?
No, I can’t. I have no idea how and why it happens.
There are just these two. I added new screenshots to the original post.
First, first, I though that there weren’t any other information, but I was wrong: when hovering the mouse cursor over the error, a message appears. It’s the message on the third screenshot.
Uhm, it actualy has circular dependencies. It compiles and works well after I click the Compile button, but it has. Blueprint A creates a new instance of blueprint B, and B has a reference to A.
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Hi Rudy. I’m still have the error, but since it doesn’t appear easy to fix, I prefer to live with it. It’s annoying, but at least it works. If you think it deserves some research, Adam Davis already have access to the GIT repository of this project (I gave him access for some investigation related to another issue) and I can give more details, like the steps to reproduce.
I have this problem as well. I tracked mine down to a macro I use that includes a wildcard variable. Any blueprint that uses this macro needs to be recompiled every time I start UE.
For what it’s worth, the reason I use this macro is because Select doesn’t (or didn’t) “short circuit” - i.e., all inputs of the select evaluate instead of just the selected one.
I had something similar to your problem. One of my blueprints would always show an error after starting the editor, but making it compile would fix it.
The way I fixed it was finding the nodes that had the red ERROR! message below them, going into their blueprints and renaming the offending variables / functions, compiling and then renaming them back to their original name. Sounds weird, but worked for me.