So, I had a camera blueprint that was being controlled by mobile controls. When i Updated to 4.26 unreal was constantly crashing, and some of the blueprints got corrupted. I noticed that the camera blueprint was giving me errors for seemingly no reason, so i copied every variable, function, macro, and event over to a brand new blueprint. Unreal now seems to crash for no reason. I should also note, this blueprint was 100% functional in 4.25, and no new code was added to it after updating to 4.26. and it compiles fine with no errors. Here is the Log, somebody please help!
LoginId:3e34f34442ae1879b403d89dd706331a
EpicAccountId:23fb1ac38b3748d2ac212303dde1bb3d
Assertion failed: Src [File:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp] [Line: 3028]
UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:102]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:458]
UE4Editor_CoreUObject!UScriptStruct::CopyScriptStruct() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:3028]
UE4Editor_Engine!UKismetSystemLibrary::Generic_SetStructurePropertyByName() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\KismetSystemLibrary.cpp:1222]
UE4Editor_Engine!UKismetSystemLibrary::execSetStructurePropertyByName() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Classes\Kismet\KismetSystemLibrary.h:860]
UE4Editor_CoreUObject!UFunction::Invoke() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5588]
UE4Editor_CoreUObject!UObject::CallFunction() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:990]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2863]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1060]
UE4Editor_CoreUObject!ProcessScriptFunction() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:891]
UE4Editor_CoreUObject!ProcessLocalFunction() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1121]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1060]
UE4Editor_CoreUObject!UObject::ProcessInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1148]
UE4Editor_CoreUObject!UFunction::Invoke() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5588]
UE4Editor_CoreUObject!UObject::ProcessEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1985]
UE4Editor_Engine!AActor::ProcessEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:864]
UE4Editor_Engine!AActor::BeginPlay() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3577]
UE4Editor_Engine!AActor:ispatchBeginPlay() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3517]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:247]
UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\GameStateBase.cpp:205]
UE4Editor_Engine!UWorld::BeginPlay() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:4342]
UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:483]
UE4Editor_UnrealEd!UEditorEngine::CreateInnerProcessPIEGameInstance() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2930]
UE4Editor_UnrealEd!UEditorEngine::OnLoginPIEComplete_Deferred() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1503]
UE4Editor_UnrealEd!UEditorEngine::CreateNewPlayInEditorInstance() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1750]
UE4Editor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2700]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1116]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1019]
UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1623]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426]
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4834]
UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll