4.15.x: Hot Reload Corrupts Blueprints
On a Windows 10 machine, with the 4.15.1 engine, using Visual Studio Community 2015. Basically what happened was this:
So, at this point, everything had compiled correctly in 4.15.1. There are no C++ or Blueprint compilation errors and, again, I am pretty much using the some workflow since 4.8.
Today I open up my project and there are a hundred+ error messages. All of the errors are the same:
"LogLinker:Error: HOTRELOADED_PopCenterStruct_0 has an inappropriate outermost, it was probably saved with a deprecated outer"
Hmm. I recompile the code again in both the editor as well as in Visual Studio and there are no errors. I then noticed that there was a huge compile error for Blueprints. I took a look and the errors are all the same:
"Error The current value of the ' Target Array ' pin is invalid: Array inputs (like 'Target Array') must have an input wired into them (try connecting a MakeArray node)."
Taking a look at the actual error, the following has occurred:
So the object reference was more or less destroyed in blueprints and probably close to a 100 nodes were all disconnected. Probably the most important thing to note is that this happened to me one other time using 4.15.0. The same exact thing. And the object in question wasn't even edited in C++ the first time around.
Now, the good news is that I set Unreal to only save blueprints on a successful compile so, in theory, I still have a good version of my gui.
So, my questions are this:
Any help would be appreciated.
Looks like this is a known bug with 4.15:
"If the node is already placed in the blueprint, saving the blueprint before compiling code and/or declining to save changes to the blueprint will show the updated node (TestVar3) on project restart."
answered Apr 10 '17 at 09:13 PM
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