Issues with Functions inside Function Library

Using 4.2.1 compiled from source.

I experienced this issue with the bug reported [on this post][1] but i thought this one deserved its own thread. Whenever i start my editor and click on PIE, i receive this error

Error Message:

10214-startup_error_message.png

So i open RTS_GameState and RTS_Controller and press compile again but still it failed and this is the message that appears in Compiler Result (From RTS_GameState):

To fix this, i have to open the Function Library and compile it first. Then only i can compile rest of those Blueprints.

Yes, I’m seeing this exact same issue too using function libraries. Very annoying indeed!

Same thing here.

To clarify my “ditto” above, there are no problems with function library functions that use plain old data - they always work. The issue at hand only seems to surface when classes derived from HUD or playercontroller (etcetera) are involved.

Exact same issue here. I’m using the binary 4.3.0 distribution for OS X.

BP_Helpers_AI is my blueprint function library, and here is the error I get when I try to use a function within it in conjunction with a Player Controller variable:

Error Default value 'REINST_BP_Helpers_AI_C_222 /Engine/Transient.REINST_BP_Helpers_AI_C_1' for  Target  is invalid: '/Engine/Transient.REINST_BP_Helpers_AI_C_1 isn't a BP_Helpers_AI_C (specified on pin self)'

NOTE:

After facing this issue for a few days, now the project no longer opens. All i get is immediate crash. So if you can still open your project, unconnect the execution pin for that Function Library.

More Info: [BUG] Unable to start Editor. Assertion failed: ChildClass->GetSuperClass() == ClassToReinstance || ChildClass->GetSuperClass() == DuplicatedClass - Programming & Scripting - Unreal Engine Forums

Hey Everybody,

Terribly sorry this was not answered sooner. Thank you all for your patience. We are aware of this issue and our lead Blueprint developer is personally assigned to fix it. I have updated the report to include this question’s posts as well.

The crash that is experiencing is also being investigated separately.

Our developers will work to resolve this as soon as they are able. Please let me know if you have any questions in the meantime.

Thank you,

Hello !

It’s been a while since this answer. I don’t want to be annoying but can we expect a fix soon? I ask not only because it’s a bit annoying to recompile the blueprint everytime you start the editor but rather because since 4.4 blueprints stop executing in packaged projects once they hit a function from a function library (at least they do for me). They worked as expected in 4.3.

I’m considering converting and replacing all my functions with macros.

Thank you!

Hi Dasmatze,

The issue is now marked as fixed in CL: 2115146. Which will be available on github soon. It will also be implemented in a future release of binary. There is a that you may be experiencing a different error, so if the fix does not work for you, please let us know.

Cheers,

hi, I think I have the fix code mentions above. (074b462feceae8a3450cb82d2675)

but I still have this error which really bugs me…

I have a function library with a function that query a component as cast it to custom class.

And whenever I use this function from some class blueprint, this error pops up while saving and I have to manipulate lib to make save works.

I’m having the same problem in 4.4.2. It’s got so bad I’m having to replace all the functions by macros, because it’s causing data loss on both my levels and UMG widgets when I re-compile the function library. In my case, I have a pure function that gets the game state and casts it to my blueprint game state class.

I am also having this problem, and I am on 4.6. I have to change the FunctionLibrary and then change it back otherwise the BP I am using it in will not compile or save.
Any word on this?

Hey. I also have still the exact problem. Using HUD and Player Controller Nodes. FunctionLibrary needs to be compiled first without getting an error from time to time (mostly when compiling a BP for the first time which is using the Function Library). Using 4.6.1

Hello ,

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

Quick questions:

  1. Can you reproduce this on a clean project?
  2. If so, could you provide a detail set of steps to reproduce this issue?
  3. Was the project that is having this issue upgraded from an older version of the engine?
  4. If so, what was the upgrade process. (Example 4.5 > 4.6 > 4.7)
  5. Could you provide a screen shot of any blueprints you may be using that are involved with this issue?

,

I will absolutely do that. I am out of town on business and not around the computer for a few days but I will post ASAP. To answer a few questions right now:

  1. No, it is not upgraded. I attempted to upgrade from 4.4=>4.6 but it would crash and corrupt every time so I just created a brand new project in 4.6.

Hello ,

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

Quick questions:

  1. Can you reproduce this on a clean project?

  2. If so, could you provide a detail set of steps to reproduce this issue?

  3. Was the project that is having this issue upgraded from an older version of the engine?

  4. If so, what was the upgrade process. (Example 4.5 > 4.6 > 4.7)

  5. Could you provide a screen shot of any blueprints you may be using that are involved with this issue?

Hey ,
Below is the error I am getting. It is very intermittent, and all I have to do to fix it is go to the respective FunctionLibrary, recompile (even though it has already compiled correctly) and everything will be dandy for another few hours.

I cannot reproduce this in a new project - hell, I can hardly reproduce it in this project. It seems entirely random. One thing I can think of that happened is that, a few days ago, some of the functions were in use and were Impure functions. I changed them to Pure and back again, and the problems started shortly after that. I didn’t notice any issues before that time and I had been using two separate FunctionLibs for a while. I have no idea if this has anything to do with it, but it is the only abnormality that I can think of.

Thanks again.

Hello ,

I am still unable to reproduce this issue on my end. I have a couple of more questions for you.

Quick questions:

  1. Did the error disconnect your self pin in the picture provided?
  2. Could you provide your project or a simplified version of it for testing (simplified version that still has the error)?

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

Sorry , I was away for a bit and have been trying to find the best way to get you this project. It is about 300mb at the moment and my attempts to create a condensed project that still has the issue have failed. Any suggestions?

Do your previous questions: no it did not disconnect that ‘Self’ pin, that was just there for previous testing and had not been deleted yet, sorry for any confusion.

Thanks!