Dear friends at Epic,
We just found a way to generate a corrupt state of the Blueprints inside the UE-Editor.
The corrupt state is a circular dependency between two blueprint widgets that leads to a stack overflow during import resolution. It can be recreated by the following steps:
- Create blank empty project
- Add two Blueprint Widgets “CustomButton” and “HUD”
- Place a “CustomButton” inside “HUD”
- Reparent “CustomButton” and use “HUD” as new parent
- Ensure everything is saved
- Restart Editor
- Try to open one of the Blueprints → Crash
Also see the attachment
Is there a way to repair a blueprint widget with wrong parent like described in this post: Rename a Class and reparent a Blueprint - Blueprint - Unreal Engine Forums
We tried:
+ActiveClassRedirects=(OldClassName="WidgetBlueprintGeneratedClass'/Game/HUD/HUD.HUD_C'",NewClassName="MyUserWidget")
but that does not do the trick!
Greetings
DarthB