Here is the stack trace When attempting to save the map.
MachineId
EpicAccountId:
Fatal error: [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp] [Line: 539]
Invalid object in GC: 0x00000000005b9358, ReferencingObject: IwSpline_C /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.IwSpline_11, ReferencingObjectClass: BlueprintGeneratedClass /Game//IwsplBluePrints/.IwSpline_C, Property Name: IwsDecoMaterial, Offset: 32, TokenIndex: 73
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_CoreUObject!TFastReferenceCollector::ProcessObjectArray() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\fastreferencecollector.h:281]
UE4Editor_CoreUObject!TGraphTask::FCollectorTask>::ExecuteTask() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:999]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1255]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1149]
UE4Editor_Core!FTaskThreadBase::Run() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:621]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
The Blueprint that is being referenced “compiles” with no errors. The data structure being referenced, is nothing more than a structure in an array. The array is empty, because there has been nothing done to the blueprint. It was simply just dragged and dropped into the level, then “Save” button clicked to save the map.