Thanks, it helped me because I was experiencing the same issue with Character AI. Crashes occurred whenever I add anything to the AI character with a linked state tree. So I can confirm that when you change anything that is referencing the state tree you need to hit the compile button in the state tree even if it is compiled.
Im so glad i found this post, I was running into the same issue until this solved it. It must be some type of bug where it is looking for older instances of the blueprint data. Hopefully 5.2 fixes this.
The error in particular that I was getting was:
appError called: Assertion failed: FieldSize != 0
in the UnrealType.h file
Upon more troubleshooting, it appears to only be happening with bool compares for me.
I took the same task and condition and swapped parameters and it seems to only be having the problem when binding to a boolean value that is inside the linked actor.
I also created a brand new state tree with a root and a single child state using an “On Tick” transition and a Bool Compare as the condition and can replicate the problem
The manual compiling of the StateTree is a workaround for now, I personally ended up using an enum instead of bool’s and avoided the compiling issue until its fixed.