Compile errors caused by an actor calling a function with something hooked up to a removed parameter can cause that actor to lose it's place in the hierarchy. Typically, the actor will be fixed once the node is fixed up and the blueprint successfully compiles. However, if the level is saved while it's in that state and checked into source control, the actor data can be permanently lost.
Linked UDN provides a video and example project.
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-64816 in the post.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.20 |
Target Fix | 4.21 |
Created | Oct 4, 2018 |
---|---|
Resolved | Oct 11, 2018 |
Updated | Oct 15, 2018 |