Blueprint compile error setting array element in Standalone only
I've got an array of this structure that I've created for my game:
If I try to edit an element in an array of those structures, like this:
It works totally fine when I run PIE, but when I run standalone I get the following error message in the log:
The actor just is "gone" (invisible, no collision) in Standalone, but I can still reference it in script. It's a gnarly issue that fails relatively silently. To make things even more complicated, I can place this actor in a brand new level and I don't have any issues. There must be some corrupt data/links in the level that's failing, so I'm not hopeful this will be reproduceable :/
asked Jan 11 '18 at 04:49 PM in Bug Reports
This is happening to me too in 4.21.2 - blueprints compile fine in the editor but fail to compile when launching standalone. As Ryan says, the game still runs but things just don't work, so it's a silent'ish failure.
Posting this as an "answer" even though it's still a workaround really, but it seems like the problem occurs with structs that contain a variable that is a non-native object class.
I had a three different structs that were failing to compile make/break nodes and all of them had a custom actor variable in them. Instead, I changed those variables to instead be just "Actor" type, then used a cast/interface instead when I needed to do things with those actors. The compile failure in standalone went away.
answered Mar 21 '19 at 10:53 PM
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