Can't compile BP anymore in levels used

Hey,

I’m having a serious issue all of a sudden where a BP I have will compile but if I have a level loaded where it is used, I get an error and UE4 crashes. Error log below but can someone please help me understand what is causing this so I can fix it. Thank you!

Fatal error!

FChildActorComponentInstanceData::FChildActorComponentInstanceData() 0x8254bcd6 + 2 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\childactorcomponent.cpp:47] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UChildActorComponent::GetComponentInstanceData() 0x825652ca + 82 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\childactorcomponent.cpp:85] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FComponentInstanceDataCache::FComponentInstanceDataCache() 0x8254c4d8 + 17 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\componentinstancedatacache.cpp:82] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AActor::FActorTransactionAnnotation::FActorTransactionAnnotation() 0x824456f5 + 69 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\actoreditor.cpp:222] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AActor::GetTransactionAnnotation() 0x8248b868 + 31 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\actoreditor.cpp:264] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTransaction::FObjectRecord::FObjectRecord() 0x8c288626 + 18 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\editortransaction.cpp:31] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FTransaction::SaveObject() 0x8c2d11b6 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\editortransaction.cpp:202] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
SaveToTransactionBuffer() 0x9296cb61 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1581] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::Modify() 0x928fdab0 + 10 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\obj.cpp:693] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
AActor::Modify() 0x82494d7b + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\actor.cpp:895] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UEditorEngine::ParentActors() 0x8c1c29eb + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\editor.cpp:3980] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FBlueprintCompileReinstancer::ReplaceInstancesOfClass() 0x8c8ddd7c + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:343] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FBlueprintCompileReinstancer::ReinstanceObjects() 0x8c8d7de9 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:168] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FKismetEditorUtilities::CompileBlueprint() 0x8c8b469c + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:375] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FBlueprintEditor::Compile() 0x8badb856 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\kismet\private\blueprinteditor.cpp:2278] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Kismet.dll]
TBaseSPMethodDelegateInstance_NoParams::Execute() 0x8bb1283d + 12 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:161] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Kismet.dll]
TBaseSPMethodDelegateInstance_NoParams::ExecuteIfSafe() 0x8bb173a7 + 9 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:171] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Kismet.dll]
FUICommandList::ExecuteAction() 0x911780b6 + 60 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:110] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Slate.dll]
SToolBarButtonBlock::OnClicked() 0x91232a3d + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:293] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Slate.dll]
TBaseSPMethodDelegateInstance_RetVal_NoParams::Execute() 0x9121b7dc + 17 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:161] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Slate.dll]
TBaseDelegate_RetVal_NoParams::Execute() 0x91372cfa + 6 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1058] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Slate.dll]
SButton::OnMouseButtonUp() 0x91393ba9 + 17 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:188] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Slate.dll]
FSlateApplication::ProcessMouseButtonUpEvent() 0x911a5f99 + 23 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3354] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Slate.dll]
FSlateApplication::OnMouseUp() 0x9119aa09 + 17 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3321] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Slate.dll]
FWindowsApplication::ProcessDeferredMessage() 0x919a3aad + 12 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\private\windows\windowsapplication.cpp:1216] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
FWindowsApplication::DeferMessage() 0x91991841 + 74 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\private\windows\windowsapplication.cpp:1507] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
FWindowsApplication::ProcessMessage() 0x919a4b6f + 41 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\private\windows\windowsapplication.cpp:623] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
FWindowsApplication::AppWndProc() 0x9198ed82 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\private\windows\windowsapplication.cpp:489] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xb0b22434 (filename not found) [in C:\WINDOWS\system32\USER32.dll]
Address = 0xb0b22297 (filename not found) [in C:\WINDOWS\system32\USER32.dll]
FWindowsPlatformMisc::PumpMessages() 0x919a4f66 + 48 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:753] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
FEngineLoop::Tick() 0xd3f6eee + 8 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\launch\private\launchengineloop.cpp:2066] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMain() 0xd3ec8cc + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\launch\private\launch.cpp:133] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMainWrapper() 0xd3ec93a + 5 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor.exe]
WinMain() 0xd3f8499 + 17 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:207] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor.exe]
__tmainCRTStartup() 0xd3f9339 + 21 bytes [File=f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor.exe]
Address = 0xb08e16ad (filename not found) [in C:\WINDOWS\system32\KERNEL32.DLL]
Address = 0xb1a04629 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll]
Address = 0xb1a04629 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll]

BTW… I am running version 4.3.0. And as a note, if I precompile it on another level and then load the level it is used, it appears to run the game fine. Only when I click on compile within the same level that the BP is present, does UE4 crash. And it is happening every time I try. Thanks again for the assistance.

BTW, I had to type this as an answer due to character constraints. Please unmark it if it is marked. Message and new error below…

Okay, now I am starting to see my level crash occasionally when I launch it. Just tried to launch in the viewport and it gave me the following error. I was also just playing the same level on Standalone and it worked great using my DK1 Rift. Starting to get a little worried… thanks

NOTE: This BP that seems to be causing the crash is used within a ChildActorComponent on another BP that requires it.

Fatal error!

FChildActorComponentInstanceData::FChildActorComponentInstanceData() 0x8254bcd6 + 2 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\childactorcomponent.cpp:47] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UChildActorComponent::GetComponentInstanceData() 0x825652ca + 82 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\childactorcomponent.cpp:85] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FComponentInstanceDataCache::FComponentInstanceDataCache() 0x8254c4d8 + 17 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\componentinstancedatacache.cpp:82] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AActor::FActorTransactionAnnotation::FActorTransactionAnnotation() 0x824456f5 + 69 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\actoreditor.cpp:222] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AActor::GetTransactionAnnotation() 0x8248b868 + 31 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\actoreditor.cpp:264] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTransaction::FObjectRecord::FObjectRecord() 0x8c288626 + 18 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\editortransaction.cpp:31] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FTransaction::SaveObject() 0x8c2d11b6 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\editortransaction.cpp:202] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
SaveToTransactionBuffer() 0x9239cb61 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1581] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::Modify() 0x9232dab0 + 10 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\obj.cpp:693] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
AActor::Modify() 0x82494d7b + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\actor.cpp:895] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UEditorEngine::ParentActors() 0x8c1c29eb + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\editor.cpp:3980] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FBlueprintCompileReinstancer::ReplaceInstancesOfClass() 0x8c8ddd7c + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:343] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FBlueprintCompileReinstancer::ReinstanceObjects() 0x8c8d7de9 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:168] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FKismetEditorUtilities::CompileBlueprint() 0x8c8b469c + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:375] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UEditorEngine::PlayInEditor() 0x8c3d5459 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\playlevel.cpp:1822] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UEditorEngine::StartQueuedPlayMapRequest() 0x8c3e60e9 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\playlevel.cpp:836] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UEditorEngine::Tick() 0x8c1d28b8 + 13 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\editor.cpp:1096] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UUnrealEdEngine::Tick() 0x8c5ae956 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\unrealedengine.cpp:252] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FEngineLoop::Tick() 0xd3f7092 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\launch\private\launchengineloop.cpp:2084] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMain() 0xd3ec8cc + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\launch\private\launch.cpp:133] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMainWrapper() 0xd3ec93a + 5 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor.exe]
WinMain() 0xd3f8499 + 17 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:207] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor.exe]
__tmainCRTStartup() 0xd3f9339 + 21 bytes [File=f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor.exe]
Address = 0xb08e16ad (filename not found) [in C:\WINDOWS\system32\KERNEL32.DLL]
Address = 0xb1a04629 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll]
Address = 0xb1a04629 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll]

Another one, not an answer.

This is unfortunately starting to get worse. Let me explain how the BPs in question are related. I am going to alter the names of the objects in this post as this project is unannounced at the moment.

I have 4 BPs that are related and I’ll explain the hierarchy and a thing to keep in mind is this does work if I compile it on another level and used to work flawlessly from within the level.

I have a set of BPs that I created to speed up level production and automate some systems. I have a primary one that is for the level. Because the EditInlineNew bug which has yet to be fixed I think that was mentioned earlier by Cloud in an earlier post on these forums and by me a couple times on the UE forums, I couldn’t directly create Actors from within the Details Panel. So I have that primary BP store an array of section BPs. The section BPs are the pieces that serve as the base for the level and are based off of Actors. However, since I cannot directly create instances inside the array dropdown from within the Details Panel, I had to have a BP for each section so think of that as the 3rd lowest entity and let’s refer to as the element.

To recap, I have a element that is based off the original StaticMesh for a piece of a level I’d like to slot into place. I drop down a Section BP and that can contain various level elements or a primary element that serves as the base for the section. After I have the Section BP associated to the Element, I can then slot that into the Primary BP that is used as the top of the chain for the level elements. Think of it more as a root BP that can dynamically update all the children sections that will then update all of the elements. This way, it allows me to get dynamic automation of different elements in different ways.

The original error I posted above, was because that Primary BP that I just described contains an array of another type of BP that we can refer simply as a point in space with a trigger volume. These are automatically spaced out in the level to report back information on the player and current game.

This was working up until about yesterday when I first noticed it. The only thing I did yesterday was add an IsValid node to the section BP so it can check to see if a given Element BP was valid before calling update. It was because I got the following error after playing it in the viewport.

Error Accessed None ‘CallFunc_Array_Get_Item’ from node Update Elements in blueprint STSection

So to end, I had another issue with one of these BPs last week that TJ Ballard and another Epic employee helped me resolve that was because of that two of these aforementioned BPs were using a plugin that was set to Editor and not Runtime. That was fixed (thanks again guys!) and I don’t use any other external plugins so I am not sure where the issues are coming from. Since it works outside of the level it is used, it has to do with some confliction I think with the current bits in the level but I really don’t know. But I am working very hard on a prototype that I am going to need to wrap up by Sept 15 to show publishers and investors to start my video game company. If Epic still partners with 3rd Party Studios like you did with Shadow Complex, I absolutely will want to show you guys as well. Microsoft is sending me an Xbox One dev kit shortly after Gamescom and I’ll be traveling to Seattle sometime in late Sept, early Oct among Sony, EA, and OculusVR at the moment. Needless to say, pressure is getting really heavy and I want to make sure I get past these last couple issues so I can focus finishing the content and functionality so I appreciate the assistance and thank you once again.

The error from trying to compile just now is the following…

Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:E:\Source\UnrealEngine-4.3.0-release\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 351]
‘ST_Section_CL_R1_SL_1M_C_5’ is of class ‘ST_Section_CL_R1_SL_1M_C’ however property ‘BoolProperty_1002’ belongs to class ‘TRASHCLASS_STElement_209’
Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0x913debf6 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0x9127a835 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\core\private\misc\outputdevice.cpp:203] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
UObject::execInstanceVariable() 0x90a8adca + 320 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:919] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessContextOpcode() 0x90a76472 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1376] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::execJumpIfNot() 0x90a8b137 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1077] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessInternal() 0x90a777db + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:565] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::CallFunction() 0x90a68628 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:494] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessInternal() 0x90a777db + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:565] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessEvent() 0x90a77030 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:876] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
AActor::ProcessEvent() 0x82499e8f + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\actor.cpp:611] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AActor::ExecuteConstruction() 0x8247b6bf + 22 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\actorconstruction.cpp:360] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AActor::RerunConstructionScripts() 0x824a4493 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\actorconstruction.cpp:263] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AActor::PostEditChangeProperty() 0x82497b26 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\engine\private\actoreditor.cpp:60] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UObject::PostEditChange() 0x90a405c9 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\runtime\coreuobject\private\uobject\obj.cpp:205] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
FBlueprintEditorUtils::PostEditChangeBlueprintActors() 0x8c28bd97 + 0 bytes [File=e:\source\unrealengine-4.3.0-release\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:5436] [in E:\Source\UnrealEngine-4.3.0-release\Engine\Binari

So, I thought I would click play one more time in the editor and it worked so I don’t know why this is so random but looking forward to your feedback and help in the matter…

Howdy MC Stryker,

Thank you reporting this issue. Would be be able to provide your DXdiag? Also, is there a step by step reproducible way to recreate this issue? Have you tested this issue on a newer build? Any additional information would be greatly appreciated.

Thanks and have a great day!

Hey buddy! Absolutely…

link text

Unfortunately, the only way it fails is when it is used in a level that contains a BP that uses it. The BP that is failing to compile is an Actor with a StaticMeshComponent and a BoxComponent that acts as a trigger. I have a different BP that is responsible with easing level design, creates multiple StaticMeshComponents and attaches them to the root. I can send the assets but only if I can enter under an NDA w/ Epic as this is for an unannounced project. However, I can send this asset if you want to try to replicate it as it doesn’t reveal anything important. The funny thing is this actually worked fine up to a point and I can’t remember changing anything in particular about the code that creates the multiple instances. I checked it over and nothing is pointing out incorrectly about it.

Also, I posted another issue that I should’ve posted to the Bug forums but you can find it under the Blueprint Scripting forum. I have a Pawn that is literally running old code (BP nodes) that no longer exists so maybe the two issues are related.

Let me know what else you need from me and thank you very much for your assistance and a pleasure to meet you Sean. Take care bud.

Have you by chance tested this blueprint on another build past 4.3.0? Also, is you 4.3.0 build a Github Build?

About the NDA, Epic does not offer NDA’s to users currently. We ask that users only share what they wish to share.

You can find our End User Licensee Agreement FAQ here: Frequently Asked Questions - Unreal Engine. Under the Feedback Subsection, of the Legal and EULA FAQ section, You will be able to see how we handle the sharing of assets.

Great to hear! I’ll go check that out right now…

Actually I haven’t, upgrading from one version to the next can take a little bit to get everything setup on my current system so I was just going to wait for 4.4 when that releases I’m guessing tomorrow but thought it might actually help.

I had the same problem, until there is a solution just add a bool to your contruction scripts and set the default value to false as long as you edit/compile. At least this will keep your engine from crashing every 5 minutes ;).

Thanks for the reply drUniversalis! Unfortunately, I would but I need to get this to work, the game I’m developing relies on the ability for the Construction Script to run. I’m in the process of downloading the new 4.4 release so I am crossing my fingers my problems just go away. I’ll let you know how it works and report back here if 4.4 fixes this issue for you as well buddy.

Hey Sean, that worked great upgrading to 4.4 and I saw a lot of stuff in the release notes about circular dependencies so that may have fixed it. It compiles and isn’t throwing any errors at the moment but I’ll keep my eyes on it. In the meantime, I have another post in the Blueprint forums and I wanted to know if you take a look at that. I should’ve set it up as a Bug but I have a Blueprint Pawn that is running code from old nodes that no longer exist or at least it appears so, can you or someone else help out on that as well?

Thanks again buddy and glad to see the rate of improvements/fixes aren’t letting up as well!

Okay, I just ran into the following… I did rename the BP just now… and got an error clicking Simulate

Renaming an object (STPoint_C /Game/Maps/ST/SimpleLevel.SimpleLevel:PersistentLevel.STPoint_C_84) on top of an existing object (REINST_STPoint_C_322 /Game/Maps/ST/SimpleLevel.SimpleLevel:PersistentLevel.STPoint2_C_168) is not allowed

Address = 0xaf105bf8 (filename not found) [in C:\WINDOWS\system32\KERNELBASE.dll]
FOutputDeviceWindowsError::Serialize() 0x91fc0d53 + 0 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:113] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
FMsg::Logf__VA() 0x91e8d5aa + 0 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\core\private\misc\outputdevice.cpp:547] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
UObject::Rename() 0x91b0179a + 138 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\coreuobject\private\uobject\obj.cpp:87] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
AActor::Rename() 0x85c179ed + 18 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\engine\private\actor.cpp:703] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UChildActorComponent::ApplyComponentInstanceData() 0x85cc61da + 55 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\engine\private\childactorcomponent.cpp:98] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FComponentInstanceDataCache::ApplyToActor() 0x85cc6571 + 31 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\engine\private\componentinstancedatacache.cpp:116] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AActor::ExecuteConstruction() 0x85be3373 + 11 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\engine\private\actorconstruction.cpp:370] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FBlueprintCompileReinstancer::ReplaceInstancesOfClass() 0x84228e4f + 0 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:375] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FBlueprintCompileReinstancer::ReinstanceObjects() 0x84223509 + 0 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:168] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FKismetEditorUtilities::CompileBlueprint() 0x8419dfc9 + 0 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:408] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UEditorEngine::PlayInEditor() 0x83d51699 + 0 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\playlevel.cpp:1720] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UEditorEngine::StartQueuedPlayMapRequest() 0x83d68669 + 0 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\playlevel.cpp:838] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UEditorEngine::Tick() 0x83ac5178 + 13 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\editor.cpp:1101] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UUnrealEdEngine::Tick() 0x83ef56c6 + 0 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\unrealedengine.cpp:252] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FEngineLoop::Tick() 0xcab9754e + 0 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\launch\private\launchengineloop.cpp:2098] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMain() 0xcab8cc7c + 0 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\launch\private\launch.cpp:133] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMainWrapper() 0xcab8ccea + 5 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor.exe]
WinMain() 0xcab98ad9 + 17 bytes [File=e:\source\unrealengine-4.4.0-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:201] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor.exe]
__tmainCRTStartup() 0xcab99989 + 21 bytes [File=f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] [in E:\Source\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor.exe]
Address = 0xb08e16ad (filename not found) [in C:\WINDOWS\system32\KERNEL32.DLL]
Address = 0xb1a04629 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll]
Address = 0xb1a04629 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll]

Hey MC Stryker,

I saw in another post that you were able to fix a couple of issue that you were having: A lot of random crashes in 4.4.0, just lost work - Programming & Scripting - Unreal Engine Forums

Just wanted to check in and see if this issue is still occurring for you?

Thanks for your patience!

Hey Sean, hows it going. The original issue I posted about at the top seems to be resolved however the most recent crash log I posted still happens from time to time. Since it’s a bug having to do with renaming, do you think for Epics logging purposes and tracking that I should maybe start a new question or would you like to continue to address the most recent crash in this post? Hope all is well.

I would highly recommend making another bug. This will ensure that people looking for that issue will not have to look through this issue in order to fix it themselves.

Thanks again!

Sure thing, I figured as much. I’ll try to log it in another post and thanks for the help this week from you and the team. Nailing out a lot of issues here :slight_smile:

Take Care!