Project Broken - How do I find something my blueprint needs if it won't tell me where it needs it?

I deleted some assets I was no longer using. Somehow, my entire blueprint broke by deleting one of them.

Variable Class - Tile_Arctic
declared in MapGenerator has an
invalid type class

It doesn’t tell me where this is declared or why. Searching MapGenerator blueprint gives me nothing. It just doesn’t work. All autosaves are now also broken. I don’t even remember where this asset was located.

How do I get rid of this nightmare?

do you know where this variable was being used in your blueprint?

If you do have a basic idea where it was being used/connected and show a screenshot of that area I think I can possibly figure out what it was.

Hey ,

You can see what files any asset references by using Reference Viewer. You can access this by right clicking on an asset in Content Browser and selecting Reference Viewer, and that might be a good place to start looking.

In 4.2.1, you should have received a warning before deleting an asset telling you it was referenced by another asset. Are you in 4.2.1?

reference viewer was promising, but Tile_Arctic is nowhere to be found in that tree. I turned off search limits too.

It did warn me that asset was referenced, but I ignored it like an idiot. I didn’t think it was attached to anything that mattered. I still don’t think it was, but it broke compiler for BP so I guess that was important part… :frowning:

I thought I did, but it isn’t there.

I combed through all of my functions and there isn’t a reference to Tile_Arctic anywhere…

Ugh, what a disaster. 8 hours of migrating generator to a new blueprint, and still hours of debugging to go on all stuff that broke in process. 200+ variables and 100+ functions in that blueprint… if I had long enough hair it would be pulled out by now… :stuck_out_tongue:

I can no longer troubleshoot original problem since I have moved my project past it.

I will probably post a thread in feedback forum tomorrow regarding some areas for improvement that I came across during this mess.

For future reference(no pun intended) you can always right click on a variable and have it show all references to its usage before you make that leap.

Wasn’t an option in this instance unfortunately, but thanks.

I came to this problem today. My project is still in its infancy but this was a waste of time :expressionless: but it was indeed my bad.

Hey virusescu,

We could give you better help if you made a separate thread about this with details of your issue.

I already made it. Had to migrate all my code and manually remake my blueprints because level got corrupted with a function that used to belong to a blueprint that doesn’t exist anymore. I forcefully removed it. It wouldn’t compile my project so I remade it. Wasn’t fun.