How I can assign BP class reference inside my GameMode class

Hello I have a very noob question , maybe it’s a basic of basics, but I am doing something wrong so I decided to ask.

Here is an overview what I am trying to achieve. I want to make a Dungeon for mobile game. I want to use basic C++ implementation, because I am more fluent with the code than blueprints, but something is very odd.

So I have an ADungeon class , It’s a simple AActor generated from my Unreal Engine wizard.

class BOARDHEROES_API ADungeon : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ADungeon();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

};

And here I got my GameModeClass with property of ADungeon class inside

class BOARDHEROES_API ABoardHeroesBaseGameMode : public AGameModeBase
{
	GENERATED_BODY()
public:
	UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Dungeons")
	TSubclassOf<class ADungeon> CurrentDungeon;
}

After that I created a blueprint child of ADungeon class and assigned within child Blueprint of my game mode class. Everything works nice inside editor but when I try to run inside mobile Android device I got following error message

LogPlayLevel: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]Assertion failed: Index.IsExport() && ExportMap.IsValidIndex(Index.ToExport()) [File:D:/build/++UE5/Sync/Engine/Source/Runtime/CoreUObject/Public/UObject/Linker.h] [Line: 165]
LogPlayLevel: UAT: 05-18 09:15:43.221 19927 20322 D UE      :
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: === Critical error: ===
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error:
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: Assertion failed: Index.IsExport() && ExportMap.IsValidIndex(Index.ToExport()) [File:D:/build/++UE5/Sync/Engine/Source/Runtime/CoreUObject/Public/UObject/Linker.h] [Line: 165]
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error:
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5E7089D8 libUnreal.so(0x000000000D6EE9D8)!FLinkerLoad::ResolveResource(FPackageIndex)  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5E70C4F4 libUnreal.so(0x000000000D6F24F4)!FLinkerLoad::operator<<(UObject*&)  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A62877CB8 libUnreal.so(0x000000001185DCB8)!UBlueprintGeneratedClass::SerializeDefaultObject(UObject*, FStructuredArchiveSlot)  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5E4ED058 libUnreal.so(0x000000000D4D3058)!FAsyncPackage::EventDrivenSerializeExport(int)  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5E4E718C libUnreal.so(0x000000000D4CD18C)!FAsyncPackage::ProcessImportsAndExports_Event()  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5E4E68E0 libUnreal.so(0x000000000D4CC8E0)!FAsyncPackage::Event_ProcessImportsAndExports()  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5E4F5A28 libUnreal.so(0x000000000D4DBA28)!FAsyncLoadEventQueue::PopAndExecute(FAsyncLoadEventArgs&)  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5E4F3F20 libUnreal.so(0x000000000D4D9F20)!FAsyncLoadingThread::ProcessAsyncLoading(int&, bool, bool, float, FFlushRequest&)  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5E4FD2D0 libUnreal.so(0x000000000D4E32D0)!FAsyncLoadingThread::TickAsyncThread(bool, bool, float, bool&, FFlushRequest&)  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5E4FFA24 libUnreal.so(0x000000000D4E5A24)!FAsyncLoadingThread::Run()  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5DE6BFB4 libUnreal.so(0x000000000CE51FB4)!FRunnableThreadPThread::Run()  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007A5DCC56B0 libUnreal.so(0x000000000CCAB6B0)!FRunnableThreadPThread::_ThreadProc(void*)  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007B78AF1B3C libc.so(0x00000000000ECB3C)![Unknown]()  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error: [Callstack] 0x0000007B78A8FE8C libc.so(0x000000000008AE8C)![Unknown]()  []
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error:
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error:
LogPlayLevel: Error: UAT: 05-18 09:15:43.221 19927 20322 D UE      : [2023.05.18-07.15.43:221][  0]LogAndroid: Error:

So I tried to set reference within the blueprint inside EventGraph on BeginPlay , pass it to function so I would have a working reference to a class of ADungeon, but when I am doing it the another issue is coming up within the building process of apk package

Is it a bug somekind or maybe I am doing something wrong here?

I’m using Unreal Engine 5.1.1

I think I resolved the issue by deleting following folders

  • Binaries
  • Build
  • DerivedDataCache
  • Intermediate

After rebuilding everything, project start working!

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