We *are* actually updating the SDK, including script files, when we update the base game. We didn't change that class though... so something else is going on there. Luckily, the errors you're getting are pretty easy to track down - compare the function signatures of your override class to the base class to see how they differ, then update your override to match. Seeing the differences, it might also give a clue as to what local process caused it to be different. One important note: when compiling the SDK compiles most script packages *including* base game ones, so script errors are caused by local UC files only and not an interaction with some script package we distributed. Also, the entire team is avoiding making function signature changes to base game classes. Even though we are sharing everything needed to update mods with such a change, we don't want mods to have to update themselves when we update the base game.