Motion Warping component is disappearing on Editor restart or when swapping engine versions.
When this occurs, the BP has the following Compiler Results messages:
Component class is not set for 'MotionWarping' - this component will not be instanced, and additional warnings or errors may occur when compiling Blueprint 'BP_ThirdPersonCharacter'. Pin for variable 'MotionWarping' recreated, but the variable is missing. In use pin <Unnamed> no longer exists on node AddOrUpdateWarpTargetFromTransform. Please refresh node or break links to remove pin. In use pin Target no longer exists on node AddOrUpdateWarpTargetFromTransform. Please refresh node or break links to remove pin.
See attached file for error logs.
This issue is fixed if the MotionWarping.uplugin (\Engine\Plugins\Animation\MotionWarping\MotionWarping.uplugin) "LoadingPhase" is changed to "PreDefault".
> UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImportInner::__l2::<lambda_1>::operator()(FObjectImport & Import, TOptional<FScopedSlowTask> & SlowTask) Line 3489 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 3662 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 3168 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 3691 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 3168 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::Verify() Line 2921 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::FinalizeCreation(TMap<TTuple<FName,FPackageIndex>,FPackageIndex,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<TTuple<FName,FPackageIndex>,FPackageIndex,0>> * ObjectNameWithOuterToExportMap) Line 2723 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::ProcessPackageSummary(TMap<TTuple<FName,FPackageIndex>,FPackageIndex,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<TTuple<FName,FPackageIndex>,FPackageIndex,0>> * ObjectNameWithOuterToExportMap) Line 893 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit, TMap<TTuple<FName,FPackageIndex>,FPackageIndex,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<TTuple<FName,FPackageIndex>,FPackageIndex,0>> * ObjectNameWithOuterToExportMap) Line 943 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateLinker(FUObjectSerializeContext * LoadContext, UPackage * Parent, const FPackagePath & PackagePath, unsigned int LoadFlags, FArchive * InLoader, const FLinkerInstancingContext * InstancingContext) Line 561 C++
UnrealEditor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const FPackagePath & InPackagePath, unsigned int LoadFlags, UPackageMap * Sandbox, FArchive * InReaderOverride, FUObjectSerializeContext * * InOutLoadContext, FLinkerLoad * ImportLinker, const FLinkerInstancingContext * InstancingContext) Line 836 C++
UnrealEditor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1777 C++
UnrealEditor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 2068 C++
UnrealEditor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 2044 C++
UnrealEditor-CoreUObject.dll!ResolveName(UObject * & InPackage, FString & InOutName, bool Create, bool Throw, unsigned int LoadFlags, const FLinkerInstancingContext * InstancingContext) Line 1246 C++
UnrealEditor-CoreUObject.dll!StaticLoadObjectInternal(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 1356 C++
UnrealEditor-CoreUObject.dll!StaticLoadObject(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 1430 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!LoadObject(UObject *) Line 1959 C++
UnrealEditor-CoreUObject.dll!StaticLoadClass(UClass * BaseClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox) Line 1463 C++
UnrealEditor-Repro14557077.dll!ConstructorHelpersInternal::FindOrLoadClass(FString & PathName, UClass * BaseClass) Line 68 C++
UnrealEditor-Repro14557077.dll!ConstructorHelpers::FClassFinder<APawn>::FClassFinder<APawn>(const wchar_t * ClassToFind) Line 169 C++
UnrealEditor-Repro14557077.dll!ARepro14557077GameMode::ARepro14557077GameMode() Line 10 C++
UnrealEditor-CoreUObject.dll!UClass::CreateDefaultObject() Line 4586 C++
UnrealEditor-CoreUObject.dll!UClass::InternalCreateDefaultObjectWrapper() Line 5190 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!UClass::GetDefaultObject(bool) Line 3239 C++
UnrealEditor-CoreUObject.dll!UObjectLoadAllCompiledInDefaultProperties(TArray<UClass *,TSizedDefaultAllocator<32>> & OutAllNewClasses) Line 809 C++
UnrealEditor-CoreUObject.dll!ProcessNewlyLoadedUObjects(FName Package, bool bCanProcessNewlyLoadedObjects) Line 894 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!Invoke(void[Image Removed](FName, bool) &) Line 47 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void[Image Removed](FName, bool) &) Line 309 C++
UnrealEditor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe(FName <Params_0>, bool <Params_1>) Line 777 C++
[Inline Frame] UnrealEditor-Core.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast(FName) Line 254 C++
UnrealEditor-Core.dll!TMulticastDelegate<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::Broadcast(FName <Params_0>, bool <Params_1>) Line 956 C++
UnrealEditor-Core.dll!FModuleManager::LoadModuleWithFailureReason(const FName InModuleName, EModuleLoadResult & OutFailureReason, ELoadModuleFlags InLoadModuleFlags) Line 648 C++
UnrealEditor-Projects.dll!FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type LoadingPhase, const TArray<FModuleDescriptor,TSizedDefaultAllocator<32>> & Modules, TMap<FName,enum EModuleLoadResult,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FName,enum EModuleLoadResult,0>> & ModuleLoadErrors) Line 696 C++
UnrealEditor-Projects.dll!FProjectManager::LoadModulesForProject(const ELoadingPhase::Type LoadingPhase) Line 62 C++
UnrealEditor.exe!FEngineLoop::LoadStartupModules() Line 4738 C++
UnrealEditor.exe!FEngineLoop::PreInitPostStartupScreen(const wchar_t * CmdLine) Line 4000 C++
[Inline Frame] UnrealEditor.exe!FEngineLoop::PreInit(const wchar_t *) Line 4483 C++
[Inline Frame] UnrealEditor.exe!EnginePreInit(const wchar_t *) Line 41 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 136 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++
[External Code]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-230900 in the post.
0 |
Component | UE - Anim - Gameplay |
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Affects Versions | 5.5, 5.4.4 |
Target Fix | 5.6 |
Created | Nov 19, 2024 |
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Updated | Nov 24, 2024 |