# \[4.10.4\] Blueprint struct input pin recombines in macro every editor start. (can cause editor crash)

**URL:** <https://forums.unrealengine.com/t/4-10-4-blueprint-struct-input-pin-recombines-in-macro-every-editor-start-can-cause-editor-crash/349346>\
**Category:** Blueprint\
**Tags:** editor-crash, Struct, macro-library, unreal-engine, bug-report, question\
**Created:** [March 2, 2016, 10:26pm UTC](https://forums.unrealengine.com/t/4-10-4-blueprint-struct-input-pin-recombines-in-macro-every-editor-start-can-cause-editor-crash/349346 "2016-03-02T22:26:19Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Marooney](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Marooney](https://forums.unrealengine.com/u/Marooney)\
**Post date:** [March 2, 2016, 10:26pm UTC](https://forums.unrealengine.com/t/4-10-4-blueprint-struct-input-pin-recombines-in-macro-every-editor-start-can-cause-editor-crash/349346/1 "2016-03-02T22:26:19Z")

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Hi there.

I got some macros in my Object Macro Library with two input pins of a custom blueprint struct. I just realized that the input pins recombine (cutting wires) after editor restart (not just re-opening window).  
While reproducing the issue they even seem to _disappear_ for some reason.  
When i reproduce, of course i hit an editor crash too. No issue with Macros inside an Actor when I tested this.

( Issue sounds similar to: [[Crash] Modify a C++ struct that is split in a macro input pin - Programming & Scripting - Unreal Engine Forums](https://answers.unrealengine.com/questions/124177/crash-modify-a-c-struct-that-is-split-in-a-macro-i.html) )

I could break it down to bare minimum to reproduce:

1: Create a new blank project

2: Create new Blueprint Structure

3: - Add new Variable (2 bool values now)

4: Create new Actor Macro Library

5: - New Input with the struct type

6: - Split Input Pin and wire it to e.g. branch (wiring does not matter, just to check the de-wiring afterwards. exec wire does not matter as well)

7: Save and restart the editor

==\> Input Node in macro is recombined and disappeared.

Reproduce Crash:

8: In Macro: Refresh input node to get the input pin back. Split and wire up again. Create an Exec Input wire

9: Create new Actor

10: - ExecWire: Event BeginPlay ------\> NewMacro\_0

11: - Split macro struct pin

12: Save, recompile, _CLOSE_ actor window, restart editor

13: Open Actor window =\> Editor Crash

MachineId:E1EA1AC84A9BA8F7A858269159DE3ABA

EpicAccountId:de835826ce964268bf1a17579606ee39

14: Refresh Input Node of Macro =\> actor window can be opened again.

Crash on Editor Startup:

15: Just place the actor in the loading level.

(Have to solve this in my main project now, since i was to lazy to create a test project in first place to reproduce the macro issue… XD )

Of course the “Workaround” is just an explicit Split Node after the input pin.

Happy Debugging 🙂

Marooney

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [March 3, 2016, 7:39pm UTC](https://forums.unrealengine.com/t/4-10-4-blueprint-struct-input-pin-recombines-in-macro-every-editor-start-can-cause-editor-crash/349346/2 "2016-03-03T19:39:41Z")

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Hi Marooney,

Thank you for the report. I was easily able to reproduce the issue and I have created JIRA UE-27795. Our developers will be investigating it further and we will post back here with questions if we have them.

Cheers,

TJ
