[4.3 Preview] Crash on play game

My game have crash on play:

Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:C:\Unreal Engine\4.3\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 351]
'Player_Gnome_C_0' is of class 'Player_Gnome_C' however property 'ByteProperty_275' belongs to class 'TRASHCLASS_Fantasy_Character_767'
Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0x3f5ee816 + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0x3f48a815 + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\core\private\misc\outputdevice.cpp:203] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-Core.dll]
UObject::execInstanceVariable() 0x4339adca + 320 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:919] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessContextOpcode() 0x43386472 + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1376] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UKismetMathLibrary::execNotEqual_ByteByte() 0x3e18e59e + 46 bytes [File=c:\unreal engine\4.3\engine\source\runtime\engine\classes\kismet\kismetmathlibrary.h:10] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UObject::CallFunction() 0x4337811b + 17 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:382] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessContextOpcode() 0x43386472 + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1376] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::execLetBool() 0x4339b3b7 + 28 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1295] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessInternal() 0x433877db + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:565] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::CallFunction() 0x43378628 + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:494] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessInternal() 0x433877db + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:565] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::CallFunction() 0x43378628 + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:494] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessContextOpcode() 0x43386472 + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1376] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessInternal() 0x433877db + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:565] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::CallFunction() 0x43378628 + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:494] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessInternal() 0x433877db + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:565] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::CallFunction() 0x43378628 + 0 bytes [File=c:\unreal engine\4.3\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:494] [in C:\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessInte

Hi -

Thank you for your report. I will begin investigation into this issue as soon as possible. To begin with I want to gather a bit more information so I can begin to help you. You are using 4.3 Preview but are you using the Launcher or compiling from GitHub? In either case is your game a code based or blueprint based? Are you able to reproduce this crash in a sample game type?

In the meantime, please be sure to review our suggestions for how to report a bug, and feel free to edit your post if you have additional information to provide:
How do I report a bug? - Programming & Scripting - Epic Developer Community Forums

Thank you.

Eric Ketchum

I have this same bug on 4.2.1 and occurs on Launcher and source code version. It happened when I place something function from blueprint in macro and then use this macro in AnimBlueprint. It happened only when I something change in blueprint and don’t compile AnimBlueprint again.

Hi -

Exactly how are you using the macro, what does it do? Usually AnimBlueprints only control animation and pull information only from Player Pawn and Controller class.

Let me know -

Eric Ketchum

My AnimBlueprint Macro execute function from CharacterController class.

Hi -

Your Macro is it internal to the AnimBlueprint, the Controller Class or is it a Macro Library?

Thank You

Eric Ketchum

It’s AnimInstance Macro Library

Hey -

I am having a difficult time reproducing this crash for you. Could you give me some screenshots of your Animblueprint, your your function that is begin called from your CharacterController class.

Thank You

Eric Ketchum

I’ve attached screenshot.
I probably know what’s going on.
My blueprints of character structure:
Character → Fantasy_Character → Player → (Gnome, Elven, Warlock, etc).

  1. I change content of Fantasy_Character and compile it.

  2. ERROR

  3. I change content of Fantasy_Character and compile it.

  4. Compile AnimBlueprint associated with Fantasy_Character.

  5. SUCCESS

  6. I change content of Player and compile it.

  7. SUCCESS

  8. I change content of Gnome and compile it.

  9. SUCCESS

Looking above I think error only happened when I make changes in Fantasy_Character, compile it and not compile AnimBlueprint.

Hey -

You are correct and this is a known issue. For now though you are correct you will have to make sure you compile the AnimBlueprint first before the Character Blueprint. You also may want to try moving the Macro into a separate Macro Library asset instead of being created in the AnimInstance.

Thank You

Eric Ketchum