Description

The GetUniqueName() function attempts to make sure that all node names are unique. For nodes that are used a large number of times, it adds a numerical value to the end of the name. Prior to 4.18, the numerical value would be incremented for each occurence (eg. Name, Name1, Name2, Name3, etc.). In 4.18, the numerical value is now appended to the end of the previous name instead of replacing the previous numerical value (eg. Name, Name1, Name12, Name123, etc.). This can result in extremely long names if a node is used a large number of times (eg. Name1234567891011121314151617181920...).

REGRESSION:
Yes. The current behavior did not occur in 4.17.2.

Steps to Reproduce
  1. Create a new Basic Code project.
  2. Build the project in Visual Studio.
  3. Open the project in the Editor.
  4. Add a new Actor Blueprint to the project.
  5. In the Blueprint, add a large number of the same node to the Event Graph (eg. 40-50 Print String nodes).
  6. Save everything and close the Editor.
  7. Locate and open the KismetCompilerMisc.h file in Visual Studio.
    • Engine/Source/Editor/KismetCompiler/Public/KismetCompilerMisc.h
  8. Run the project through the Visual Studio debugger.
  9. Once the project opens in the Editor, place a breakpoint at the return NetName; line in the GetUniqueName() function.
  10. Open the Actor Blueprint created in step 4.
  11. When the breakpoint is hit, note the value of NetName in Visual Studio and then click the Continue button.
  12. Repeat the last step until the Blueprint opens successfully in the Editor.

RESULT:
Any repeated node names have a numerical value appended to the end of the name, which can result in very long names if the same node is used a large number of times.

EXPECTED:
Any repeated node names have the previous numerical value at the end of the last name replaced with the next higher numerical value.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-55496 in the post.

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Won't Fix
CreatedFeb 23, 2018
ResolvedAug 18, 2021
UpdatedAug 18, 2021