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RigVM Packaging Issue Related to Struct Conflicts

Date of publication: 23 July 2026

Earlier Soulslike Framework releases contained Structs with names such as FVector, FString, and FName.

These names conflicted with Unreal Engine's native C++ types. When Unreal recompiles a Blueprint or Control Rig, it may resolve a reference to the wrong type. This can cause broken pins, changed variable types, Control Rig compilation errors, or damaged references.

The SLF structs have now been renamed with a unique prefix:

  • FVectorST_SLF_Vector

  • FStringST_SLF_String

  • FNameST_SLF_Name

The corrected versions have now been published on Fab.

Existing Projects

Existing projects do not need to be restarted, and replacing the framework content is not required.

You can try to manually rename the structs, however using the script below is recommended:

The script aims to fix the project in place by:

  • Renaming the conflicting SLF structs.

  • Updating references in SLF assets.

  • Updating references in project-specific Blueprints and assets.

  • Saving the migrated assets.

Before Running the Script

  1. Create a complete backup or source-control branch.

  2. Make sure the old SLF structs are still present.

  3. Close Unreal Editor.

  4. Create the script file: rename_structs.py.

Running the Script

Run the script using the same Unreal Engine version as your project.

Example for Windows, SLF on 5.7:

Wait for the process to finish and confirm that the output contains:

SLF_STRUCT_MIGRATION: SUCCESS

Do not continue if the script reports migration or save failures.

After Running the Script

  1. Open the project.

  2. Refresh, compile, and save affected Blueprints.

  3. Refresh, compile, and save affected Animation Blueprints.

  4. Open affected Control Rigs and select File → Refresh All Nodes.

  5. Compile and save each Control Rig.

  6. Test the affected gameplay systems.

  7. Cook or package the project to confirm that no compilation errors remain.

Optionally, in your DefaultEngine.ini add the following under [CoreRedirects]

Important Warnings

  • Always back up the project before migration.

  • Run the script while the original SLF structs are still present.

  • Do not add StructRedirects for names such as FVector, FName, or FString. These names overlap with native Unreal types and can create additional RigVM conflicts.

  • Do not overwrite customized SLF assets without reviewing the changes.

  • Keep your backup until the project compiles and cooks successfully.

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