4.6.1 Broke all blueprints in my projects

Opening any blueprint now crashes the editor instantly.
Attempting to open the list of blueprints also does the same thing.

It provides me with the world’s most useful crash dump.


Not pleased.
I expect some issues. I expect instability. I expect UMG to crash.
I don’t expect all of my blueprints to crash the editor in a non-preview build. This project has never been opened on any preview version.

But… You have a backup; right?!

Hey Xendran, can you please post this to the AnswerHub? That way I can assign a technician to get all of the information from your reports and get to the bottom of this. Thank you!

Same issue on all backups unless i revert to old engine versions.

Alright, i’ll do this. I’ll have to do it later as I’m heading out shortly.
First post was kinda… not harsh but not exactly a pleasant tone. I was pretty annoyed but I’m more calm now so expect future posts to not be as snarky :stuck_out_tongue:

Whoa that’s creepy. I hope this gets sorted out soon for you!

Copy your content folder to a new project ( the same as your aka if you started with blank make blank again).

Doesn’t work. Something about one of my blueprints has to be corrupted for some reason, in a way that affects even the menu that tries to list them (despite me making no changes AT ALL in the last 2 days, and it working completely fine yesterday).

EDIT: Uh… So apparently i have to open the blueprint for one of my UMG menus first? If i open up TestMenu, i can then proceed to use everything like normal.
What…?

I’ll get this on answerhub soon enough. Im just… well being me (looking for workarounds and i found one randomly).

EDIT: I feel like it has something to do with the fact that i have an actor blueprint that contains absolutely nothing but structure variables. I had no problems (other than typical slate crashes) until i made it.

EDIT: Posted to here. [4.6.1] All blueprints now broken as of update - Blueprint - Epic Developer Community Forums
It looks like only the opening of the blueprint list generates the empty crash dump, the other crashes do contain some information.

I just tried MyCharacter without opening the UMG widget first, gives me:


MachineId:48925DDD4A5ABC2BF5038EAB1C5D7436
EpicAccountId:

Access violation - code c0000005 (first/second  not available)

UE4Editor_SlateCore + 992222 bytes
UE4Editor_CoreUObject + 389901 bytes
UE4Editor_CoreUObject + 390285 bytes
UE4Editor_Engine + 9984083 bytes
UE4Editor_CoreUObject + 1556000 bytes
UE4Editor_CoreUObject + 711866 bytes
UE4Editor_CoreUObject + 710210 bytes
UE4Editor_CoreUObject + 691712 bytes
UE4Editor_CoreUObject + 1094165 bytes
UE4Editor_CoreUObject + 626231 bytes
UE4Editor_CoreUObject + 946322 bytes
UE4Editor_CoreUObject + 947419 bytes
UE4Editor_CoreUObject + 1062891 bytes
UE4Editor_CoreUObject + 1460613 bytes
UE4Editor_CoreUObject + 1193007 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 1193874 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 949444 bytes
UE4Editor_CoreUObject + 1054601 bytes
UE4Editor_CoreUObject + 878004 bytes
UE4Editor_CoreUObject + 1553130 bytes
UE4Editor_CoreUObject + 1094210 bytes
UE4Editor_Engine + 9948918 bytes
UE4Editor_CoreUObject + 1554145 bytes
UE4Editor_CoreUObject + 1094210 bytes
UE4Editor_CoreUObject + 394164 bytes
UE4Editor_CoreUObject + 479952 bytes
UE4Editor_CoreUObject + 946028 bytes
UE4Editor_CoreUObject + 947419 bytes
UE4Editor_CoreUObject + 1062891 bytes
UE4Editor_CoreUObject + 1460613 bytes
UE4Editor_CoreUObject + 1193007 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 1193874 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 1189156 bytes
UE4Editor_CoreUObject + 976397 bytes
UE4Editor_CoreUObject + 1185872 bytes
UE4Editor_CoreUObject + 951800 bytes
UE4Editor_CoreUObject + 1026078 bytes
UE4Editor_CoreUObject + 1460171 bytes
UE4Editor_CoreUObject + 1193007 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 1193874 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 949444 bytes
UE4Editor_CoreUObject + 1054601 bytes
UE4Editor_CoreUObject + 878004 bytes
UE4Editor_CoreUObject + 1553781 bytes
UE4Editor_CoreUObject + 1094210 bytes
UE4Editor_CoreUObject + 576253 bytes
UE4Editor_CoreUObject + 574021 bytes
UE4Editor_Engine + 2127251 bytes
UE4Editor_CoreUObject + 685193 bytes
UE4Editor_CoreUObject + 1094210 bytes
UE4Editor_CoreUObject + 946764 bytes
UE4Editor_CoreUObject + 1054484 bytes
UE4Editor_CoreUObject + 944791 bytes
UE4Editor_CoreUObject + 947419 bytes
UE4Editor_CoreUObject + 1062891 bytes
UE4Editor_CoreUObject + 1460613 bytes
UE4Editor_CoreUObject + 1193007 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 1193874 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 1189156 bytes
UE4Editor_CoreUObject + 976397 bytes
UE4Editor_CoreUObject + 1185872 bytes
UE4Editor_CoreUObject + 951800 bytes
UE4Editor_CoreUObject + 1026078 bytes
UE4Editor_CoreUObject + 1460171 bytes
UE4Editor_CoreUObject + 1193007 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 1193874 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 1189156 bytes
UE4Editor_CoreUObject + 976397 bytes
UE4Editor_CoreUObject + 1185872 bytes
UE4Editor_CoreUObject + 951800 bytes
UE4Editor_CoreUObject + 1026078 bytes
UE4Editor_CoreUObject + 1460171 bytes
UE4Editor_CoreUObject + 1193007 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 1193874 bytes
UE4Editor_CoreUObject + 1189666 bytes
UE4Editor_CoreUObject + 1189156 bytes
UE4Editor_CoreUObject + 976397 bytes
UE4Editor_CoreUObject + 1185872 bytes
UE4Editor_CoreUObject + 951800 bytes
UE4Editor_CoreUObject + 1026078 bytes
UE4Editor_CoreUObject + 1460171 bytes
UE4Editor_CoreUObject + 1511826 bytes
UE4Editor_CoreUObject + 1580292 bytes
UE4Editor_ContentBrowser + 1469927 bytes
UE4Editor_ContentBrowser + 1842214 bytes
UE4Editor_ContentBrowser + 1342247 bytes
UE4Editor_ContentBrowser + 1386087 bytes
UE4Editor_ContentBrowser + 1891974 bytes
UE4Editor_ContentBrowser + 1336641 bytes
UE4Editor_ContentBrowser + 1382442 bytes
UE4Editor_ContentBrowser + 1371670 bytes
UE4Editor_ContentBrowser + 1977407 bytes
UE4Editor_ContentBrowser + 1892559 bytes
UE4Editor_Slate + 428894 bytes
UE4Editor_Slate + 157325 bytes
UE4Editor_Slate + 829529 bytes
UE4Editor_Slate + 768779 bytes
UE4Editor_Core + 2484316 bytes
UE4Editor_Core + 2400763 bytes
UE4Editor_Core + 2489275 bytes
UE4Editor_Core + 2387186 bytes
user32 + 115649 bytes
user32 + 116234 bytes
UE4Editor_Core + 2490486 bytes
UE4Editor!FEngineLoop::Tick() + 3434 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2193]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]


Yeah, corrupted Blueprints are very annoying.
I have a problem with transient data ********. I have to reopen my HUD blueprint and recompile the Bleuprint libraries it depends on, every time I open the Editor else compiling and play will fail. grrr

Posted it to here: [4.6.1] All blueprints now broken as of update - Blueprint - Unreal Engine Forums

I assume its some form of blueprint corruption, i just wonder how it would have happened. I’m very careful with my files and my project isn’t particularly big yet (in my opinion).

Uh… I had a function called “Use” in an actor blueprint that was never used or placed. I deleted that and all problems are solved…

???
Okay then…

EDIT: And now it’s randomly stopped working again

EDIT: Found the problem. I forgot that i had actually made my skills based off of rMasterSkillBlueprint when they should have just been actor blueprints. I was messing around adding my masterSkillStruct variables to the rMasterSkillBlueprint and it was causing issues.