[4.5.1] Compiling interface blueprint will always crash

Right, not calling DoMyCharacterFn will clear the crash. Sorry I didn’t point out the use of the timer. That timer call calls the same function. To trigger the crash, I just fire, since the projectile calls it.

As for my end goal, I wasn’t actually trying replicate my project’s setup with this example, I was just trying to setup a simple way to show the crash. But I would think the setup shown by the example should be valid and should be supported. Consider an example of a playercharacter, and a pickup. You might have a playercharacter activate a pickup, so calling a function on that pickup. Then that pickup doing some tests and then giving the pickup bonus to the character, so in a sense A calls B, which then calls back to A.

My project has multiple sorts of setups similar to this, just not actually with character, hud and projectile.