When converting a Blueprint class to native C++ code, we're not currently distinguishing between an instanced default subobject assigned to an instanced object reference property within the CDO that's instanced via CreateDefaultSubobject() vs. one that's instanced through the Blueprint editor's details panel instead.
Missing import of (/Game/map2): WSConsequenceCluster_0 in Package /Game/BPChar was not found, but the package exists.
natvis420.exe!FAsyncPackage::LinkImport(int LocalImportIndex) Line 2947 C++
natvis420.exe!FAsyncPackage::ProcessImportsAndExports_Event() Line 3790 C++
[Inline Frame] natvis420.exe!FAsyncPackage::Event_ProcessImportsAndExports() Line 2860 C++
natvis420.exe!FAsyncLoadingThread::QueueEvent_ProcessImportsAndExports::__l2::<lambda>(FAsyncLoadEventArgs & Args) Line 2644 C++
[Inline Frame] natvis420.exe!UE4Function_Private::TFunctionRefBase<TFunction<void __cdecl(FAsyncLoadEventArgs &)>,void __cdecl(FAsyncLoadEventArgs &)>::operator()(FAsyncLoadEventArgs &) Line 290 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-62883 in the post.
1 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.20 |
Target Fix | 4.21 |
Created | Aug 14, 2018 |
---|---|
Resolved | Aug 20, 2018 |
Updated | Oct 2, 2018 |