I spent what little energy I had today on safely resolving Core Redirects in my #UnrealEngine5 project lol. At least I know how now.
Fix Up Redirects only does a small portion of the job. You have to force Blueprint assets to refresh nodes too. 1/?
#unrealengine #gamedev
Fix Up Redirects only does a small portion of the job. You have to force Blueprint assets to refresh nodes too. 1/?
#unrealengine #gamedev
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Ari @flassari.bsky.social mentioned in his series ‘Myth-Busting’ that there might be some automation for cleaning up Redirects. Do you think it’s worth asking about?
https://dev.epicgames.com/community/learning/tutorials/l3E0/myth-busting-best-practices-in-unreal-engine
Ari's video talks about that you shouldn't do it willy nilly, since other team members may rely on it still, which I agree with. I was at a point where it makes sense to.
Maybe it worked in the past? 🤷♂️
That said; I may have some useful information related to the issue!
But I did since then FIX them ALL. And here's how.
But the source code for how to invoke it shouldn't be too complicated, look for "FixupRedirects" in the source code for examples.
I used a plugin called Refresh All Nodes. It is NOT on the Unreal Marketplace.
https://github.com/nachomonkey/RefreshAllNodes
It will handle refreshing the Blueprint assets. But it doesn't resolve Blueprint Structs or Data Assets, etc.
Assets like Data Asset, Struct, and presumably others like Data Table (I haven't used them yet) you need to open them in the editor and hit Save. This seems to force them to resolve redirects.
This is a pain though, especially as the project grows.
What I ended up doing was crudely modifying the Refresh plugin to mark Structs, Data Assets, and Data Tables as dirty, and re-saving them.
I was then able to safely erase all of my Core Redirects in the main Module.
So far so good (for now!) 🤔🤷♂️🤣