- Blueprint A uses Blueprint B as a ChildActor.
- Blueprint B uses the node “GetParentActor” and casts to A.
- Blueprint B gets corrupted 100% of the time (but works until restarting the engine) and the engine crashes everytime it tries to open it or a map with either A or B in it. At least a warning would be nice; ensuring the functionality without corrupting the BP would be even better.
Was already reported: Unreal Engine Issues and Bug Tracker (UE-39323)