by this it means that you are trying to check a object itself inside it’s own body.
just imagine, what will happen if the object already has been deleted.
try this :
if(dbdatacontainer != nullptr))// dbdatacontainer.IsValid()
{
if(SomeObject->IsValidLowLevel()) //if not included, game sometimes crashed
{
//Actually do stuff with SomeObject
}
}
by this it means that you are trying
to check a object itself inside it’s
own body. just imagine, what will
happen if the object already has been
deleted.
This is engine code. It is not crashing on the line:
if( this == nullptr )
It crashes a few lines below on:
if( !ClassPrivate )
How can I change it to avoid the crashing? I have the same problem in a blueprint only project…
I would suggest creating a new question for your case and providing some more info about your setup and the object that causes the crash.
The crash described here was most likely caused by a dangling ptr. I don’t know how this could happen in a blueprint project though