Try removing your folders containing blueprints out of the editor to open it. Then start adding these folders back into their correct filepath until the crash occurs. It looks like a casting crash that isn’t finding a specific blueprint that it is trying to access.
[2015.01.19-21.33.34:968][ 0]LogBlueprint:Error: [compiler] Error The function in node Event Receive Condition Check cannot be overridden and/or placed as event
[2015.01.19-21.33.34:969][ 0]LogBlueprint:Warning: [compiler] Warning Could not find a function named “FinishConditionCheck” in ‘NotCloseEnoughYet_C’.
Make sure ‘NotCloseEnoughYet_C’ has been compiled for Finish Condition Check
[2015.01.19-21.33.34:970][ 0]LogBlueprint:Warning: [compiler] Warning Could not find a function named “FinishConditionCheck” in ‘NotCloseEnoughYet_C’.
Make sure ‘NotCloseEnoughYet_C’ has been compiled for Finish Condition Check
[2015.01.19-21.33.34:974][ 0]LogBlueprint:Error: [compiler] Error Cannot override ‘BTDecorator_BlueprintBase::ReceiveConditionCheck’ at Event Receive Condition Check which was declared in a parent with a different signature
I get a nice deprecated warning so that will be helpful for others!
I think i’ve tracked it down to a bug with Blueprint Macro Libraries. The original crash seems to all come down to my Custom Game Instance. I am using a macro that basicaly just gets the game instance, and cast to my custom game instance. Here are the two (seperate bugs?) .
[Unrelated ?]Can’t Create a NEW [Actor] Macro library (instant editor crash) in 4.7 p4
I had a BP-Object macro library. Throughout my project, I want to get a reference to my custom game instance so i made a macro.
In 4.6.1 http://i.imgur.com/R0WrZNu.jpg it looks like this. You can’t do this in 4.7 ? Context bug?
How i fixed it:
Create a blank new BP Object Macro Library in 4.6.1, create a very basic BP so that i can get a “get game instance” node (since i can’t add in 4.7?) http://i.imgur.com/2rVBKgx.jpg
Migrated it to my 4.7 project, changed the basic macro (from above) into one that looked like the original.
I have no idea if the old macro library became corrupted? Circular dependency?
I still have a few random small errors/not working as intended bugs, but that comes with every new big release.
The project runs, and is 97% working like it was so thats good but its strange, if the blueprint teams wants, i can forward a copy of the project (from 4.6.1) so they can better investigate.
Did you happen to change the name of the macro from the original name? There seems to be a potential bug with macros that is preventing the macro from being accessed if it is not the original name given to the macro library. For instance, if it was created and called “NewMacro_0” but immediately renamed to “TestMacro”. The macro would not be called unless you used “NewMacro_0”. I have entered a bug report for this as UE-7948. Can you check to see if this helps with your crash?
Is there any updated regarding this issue? I’m getting crash on startup with very similar macro library as 's example. Once I delete the library the editor runs but I’ll have to fix all other blueprints using anything from that macro library.