After hot reloading a project, if the class a blueprint is based off of was edited, the blueprint is unable to be saved due to being referenced in Engine/Transient.
Project for Repro: [Link Removed]
1. Download the project linked in the description and unzip it.
2. Inside the project folder, right click the .uproject file and select "Generate Visual Studio project files".
3. Once that finishes, open the .sln that is generated and compile (ctrl+shift+b) the project.
4. Once the compilation ends, open the .uproject file.
5. Open the BP_Rocket blueprint (located in MyGame > Rocket) in the Blueprint Editor
6. Return the the Visual Studio project and locate the Rocket.h file (Games > MyProject4 > Source > MyProject4).
7. At the end of line 33, press enter and then add a variable declaration, such as:
float test;
8. Compile the project.
9. Once the project has compiled and hot reloaded, return to the editor and attempt to save the blueprint (BP_Rocket)
Result: An error message is given saying that the blueprint is unable to be saved
Expected: Blueprint should save without an issue
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.8.3, 4.9 |
Created | Sep 14, 2015 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |