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Can't load project using a custom Blueprint node

I've just created a new editor module and added a custom async Blueprint node. Everything seems to work in the editor: I can place it in the editor and use it fine. However on the next load, I get several load errors at startup, like these

/Game/Blueprints/MyBlueprint: Can't find file for asset /Script/EditorModuleName

Failed to load /Script/EditorModuleName.K2Node_MyCustomNode Referenced by EventGraph Property /Script/Engine.EdGraph:Nodes

After startup the node works fine again, so maybe it's not available when the project loads?

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asked Sep 10 '14 at 04:36 PM in C++ Programming

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yachtrock
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Yes. This was a module load order issue. in my .uproject file I had to make sure that the editor module was listed before the game module. Like this:

 "Modules": [
         {
             "Name": "GameEditor",
             "Type": "Editor",
             "LoadingPhase": "Default"
         },
         {
             "Name": "Game",
             "Type": "Runtime",
             "LoadingPhase": "Default"
         }
     ]
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answered Sep 10 '14 at 05:04 PM

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yachtrock
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