Hi, please tell me, whats the reason for this exception?
“Renaming an object on top of an existing object” exception?
Full text:
Renaming an object (trailTrigger_C //Game//Maps//l1.l1:PersistentLevel.trailTrigger_C_12) on top of an existing object (REINST_trailTrigger_C_117 //Game//Maps//l1.l1:PersistentLevel.trailTrigger_C_2) is not allowed
I have this constantly… I change one thing in blueprint graph, hit Play button = Crash. If i save it first, then after UE editor restart, when i hit play it works… but problem is, that i have zillion of crashes like this, and it makes the development slow…
Rail trigger is created dynamically in construction script of another blue print object…
And when i am editing the graph as i said, it is not even graph of Rail trigger or its parent, its another blue print…
Unknown exception - code 00000001
(first/second chance not available)
Renaming an object (trailTrigger_C
//Game//Maps//l1.l1:PersistentLevel.trailTrigger_C_14)
on top of an existing object
(REINST_trailTrigger_C_309
//Game//Maps//l1.l1:PersistentLevel.trailTrigger_C_12)
is not allowed
Unknown exception - code 00000001
(first/second chance not available)
Renaming an object (trailTrigger_C
//Game//Maps//l1.l1:PersistentLevel.trailTrigger_C_14)
on top of an existing object
(REINST_trailTrigger_C_113
//Game//Maps//l1.l1:PersistentLevel.trailTrigger_C_12)
is not allowed
It looks like a memory overwrite issue between your blueprints. Each blueprint is trying to access and write to the same memory slot at the same time. The “other blueprint” does it reference or call to one of the offending blueprints?
Aha. Its true that the trailTrigger Event Graph contains this:
Event Actor Begin Overlap - Cast to trailActor …
(and trailActor is the blueprint if i modify, and hit Run, then it crashes)
Could this be the reason?
Thanks.
Or the reason is in Construction script of another third blueprint, which constructs trailTriggers automatically, but it is strange, that technically it works (for example after editor crash, if i hit play)
I believe you are correct and the issue is one of teh order of compiling where you have something that is trying to compile and save that hasn’t been substantiated yet.
I had the same error after cleaning up some of my project directories and removing unused folders and uasset files. It appears that blueprint nodes in a construction script graph do not update paths when you move the blueprint file somewhere else and instead a redirect uasset file is generated at the previous location that then tells the blueprint node call where to find the new file location. If you remove this redirect file you will see a “Renaming object” error after attempting to compile the blueprint.
The way I corrected the issue was to simply remove the offending blueprint node in my graph and drag and drop the blueprint node (now in a new location) again into the same spot. Once I did this it compiled fine even though visually the graph looked exactly the same.