Blueprint function library error on loading project

When loading a project with a blueprint function library involved I get a Compile failed error (Attached) but when I recompile the blueprints the call to a function in the function library no longer gives an error. The games plays fine. When I save, close and reload the project/map, the error returns.

Hi ,

I have thus far been unable to reproduce this bug. Has this occurred in a blank project with no additional content?

The project is here - it’s just a minimal project.
Maybe the nature of the function I made (casting) causes an error, despite it compiles and plays.
https://www.dropbox.com/s/0aj1r3qx33xw60c/EmpyProject.rar

Hi ,

Did you recently update to a new version of the editor? The REINST_CastManager error I am getting is a known bug that is associated with updating to a new version of the editor. If you recently moved your project that may be what is causing this to occur. Otherwise everything should be working fine.

I carried the project from 4.2 to 4.2.1 to 4.3 to 4.3.1 … so I guess so.

Try re-creating the function in a new function library and see if you continue to get the same errors. If not, that is exactly what is happening and is currently being assessed.

Hi ,

We have not heard from you in quite some time. I am marking this question as answered for tracking purposes. If you are still experiencing this bug, please respond with the information requested. Thank you!

The graphs I made were in a new function library in a new project. I don’t think the problem is resolved.

Hi ,

Have you attempted to recreate this in the 4.4 version of the editor? Please let me know if the new update fixes this error.

I tried it again last night and it doesn’t work in 4.4. Using the function library function for the casting to populate the variables and then grabbing the variable in another blueprint gives ‘variable accessed none’ errors in 4.4 that didn’t occur previously. I have to do the casts in the blueprint event graphs, which is okay, it’s just taking a little longer to do for each blueprint. Making a function of the set of ‘cast to whichever’ sequences also produces an ‘accessed none’ error (
although it does succeed to cast between blueprints).

Unfortunately I haven’t been able to get much more than the REINST_CastManager bug that came up earlier. My assumption is that this is the error and is currently being assessed by development staff. I am marking this thread as answered for tracking.

Hi pdinklag,

Did you get this error after updating? If so what version of the editor did you upgrade from and which did you upgrade to. What blueprints/functions are being affected by this?

Any news here? This issue still exists for me, pretty much as described in the original post.

It’s not a show stopper, but it sure as hell is pretty annoying.