Description

A local binary build that is installed on a computer different from the one where it was originally created, with a different root directory location, attempting to go to the definition of a Blueprint node will fail with an error that the file could not be found at the location where the local binary build was originally created.

Steps to Reproduce

SETUP:
This repro requires that a local binary build of the Engine has been created using the BuildGraph.

REPRO:

  1. Copy/Move the LocalBuilds folder containing the local binary build of the Engine to a different location.
  2. Delete the original Engine location, or rename the root folder to simulate the binary build being installed on a different computer. It is important that the original file path not be present any longer.
  3. Launch the Engine using the local binary build of the Engine.
  4. Create a new code project using the First Person template.
  5. Open the Character Blueprint in the project.
  6. Add a Jump node to the event graph (not the jump event node).
  7. Right-click the Jump node and select Goto Definition.

RESULT:
The Editor will attempt to locate the definition for the Jump function in the Character.cpp file, but it will be looking for the file in the original location of the Engine. A toast popup will appear stating that the file could not be found.

EXPECTED:
The Editor will open the Character.cpp file located within the local binary build directory.

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-55184 in the post.

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Backlogged
ComponentCore
Affects Versions4.18.3
Target Fix4.23
CreatedFeb 14, 2018
UpdatedFeb 11, 2019