

The functionalities of the file involve encryption, compression and file spanning etc. replace by hand everywhere (worse case scenario) 2.DMG file is an Apple image disk file which is used for purpose of installing programs on macOS. replace the struct variable type in your data source at the most root level - first time it is used as "struct within struct", and not just a collection of variables and enums Ĭ 0. rename so that the duplicate ends up with the original name with a little luck, the previous, apparently failed "replace reference" will do the trick, the system will recognize the duplicate/identical name struct as the original. force delete the damaged structs (you may need to close/open the project) this may throw some errors, ignore them 2. if it works, fix up redirectors, rename the duplicate, etc ī 0. try replacing references automatically while deleting the damaged struct 2. duplicate the damaged struct (not necessary to make a new one, the duplicate will be fine) 1.
#IF A DMG IS CORRUPTED ARCHIVE#
Symptom: the project no longer finds the structs as variables, and where they are already present, they no longer "break".Ĭause: Changes in related structs, renaming, or unknown īefore doing this, make an archive of the project.Ī 0. Most of you probably figured it out as well by now, but in case you haven't. When you change a structure asset and not change/save also the structure assets that have that structure variable inside all those structure variables with the changed structure asset type inside will get fucked.īranching, complex structs (structs within structs) can create some problems, but I think we kind of found a way to replace them when they get damaged without much trouble (Blueprints). To be clear when you change a structure asset and then a affected blueprint compiles with a error everything gets fucked. (arrays will be reset to empty, variables set to Zero, not default values) If you want your stucture variables really save the only way seem to be to save the values inside save games, those values are even load able when the stuctures have changed since the save. If connections have been lost you can also overwrite the orginal BP with the autosave, that will get you back the connections but not the values. When that happens the best bet is to get the autosaves of the affected blueprints but not by overwriting the corrupted blueprints since that does not work and instead putting the autosaves in the content folder then restating the engine and copying all the values from the autosave BPs to the actual used/referenced BPs by hand. Then compile all blueprints without saving, when it all goes fine without any values deleted in the blueprints save it all.īut in my recent structure variables change it crashed at the last point while opening a affected blueprint which then fucked up everything on restart.
#IF A DMG IS CORRUPTED UPDATE#
Save the structure that is changed then update all structure variables that have that structure inside by adding a variable and deleting that, then saving those. When changed a structure asset, be it a change of a default value or a added/removed variable:įirst make sure all blueprints will compile without errors I thought I had a workaround for the most frequent causes of corruption but it turns out it is also not fail save, here is my workaround: Update the bug/s can also crash the editor. The bug can happen without having changed anything in the structure asset, I could not find anything that triggers it other then that it happens sometime on compile. I''m using both as a structure array with a structure array inside. (Recreating this to instantly have the bug occur did not work though) Since both structure assets with which it happens have a structure array inside the bug is likely connected to that. I had this happen mostly with one specific structure asset, I then had it happen with another structure at some point after I added a structure array into that structure. I had this happen occasionally in 4.13 and I hoped it would be fixed in 4.15 but there it happened again after ca 10 minutes working with it. UE4 will find the variable again when the Structure asset gets changed and saved again but the links are obviously not reappearing. The most annoying thing about it that all links in blueprint to any structure inside that structure will be deleted, like where Break, Make and Set Members is used. The error will say the variable has an invalid type. This can randomly happen on compile, the variable using the structure will vanish in the Variables list, in the graph it will show up as greyed out/ not found.
