Can't compile BP anymore in levels used

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