The input paramter is a type of UEdGraphPin.  The PinType.PinCategory can be softobject or softclass, and the reference path is saved in a paramter named DefaultValue of UEdGraphPin.The DefaultValue is a FString, so the cook process can't find the reference of this pin.

I modified some code to fix this issuse as below.


[Image Removed]

Steps to Reproduce
  1.  Create a project from the ThirdPerson template.
  2.  Create a new Blueprint inherided from Actor class.(Any asset referenced by nothing is fine)
  3. Open the levelscript and add a Async Load Asset node, connect it to the begin play node.
  4. Select the Blueprint previously created from the input paramter of the Async Load Asset node.
  5. Cook the project from the ProjectLauncher.


The Blueprint will not be cooked out.

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ComponentGameplay - Blueprint Compiler
Affects Versions4.22.3
Target Fix4.23
Fix Commit6592854
Main Commit7949714
CreatedJul 27, 2019
ResolvedAug 2, 2019
UpdatedAug 12, 2019