Crash at editor start-up

Hello everyone,

I’ve got crash when opening UE 5.3.2 editor, it happend when a delete a function call in my GameState blueprint

Two kind of error appear :

• Assertion failed: FieldClassPtr [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Field.cpp] [Line: 966] Field type UberGraphFrame does not exist
• EXCEPTION_ACCESS_VIOLATION at a random address

What’s the situation :

  • BP_Mission (that i want to delete)
  • BP_GameModeTactics
  • BP_GameStateTactics

I’ve rework the system and now i want to delete BP_Mission. (it’s not useful anymore)
There is one event in this BP : OnMissionBegin that accept a struct Mission.

GameModeTactics have a reference to BP_Mission
GameStateTactics get the mission from GameModeTactics and call BP_Mission OnMissionBegin event. That’s all.

Crash occurs when :

  • Delete Event Call in GameStateTactics
  • Delete Mission ref in GameModeTactics
  • Delete OnMissionBegin in BP_Mission
  • Delete all the above.

What i tried :

  • Delete all of this and then
  • Fix redirectors
  • Refresh all blueprint (thanks to an amazing plugin)
  • Remove little by little every pieces of BP_Mission, narrow down to the BP_Mission only containing an empty event.
  • Make a new BP_MissionDummy that also have an event with a Smission struct and modify all ref in GameState and GameMode

For the last point, i can now delete original BP_Mission, but crash occurs the same with BP_MissionDummy

Here the ref viewer of BP_MissionDummy

I can disconnect execution node in GameState like this and the editor don’t crash.
image

Futhermore, i have changed the DefaultEngine.ini to display more verbose output log / log crash.

I’ve got couple of this kind of error in the output log :
LogCheckComponents: Error: SerializedComponent archetype is not the CDO nor a default subobject of my class. Me = BP_GameState_Tactics_C /Engine/Transient.World_0:PersistentLevel.BP_GameState_Tactics_C_0, Component = SceneComponent /Engine/Transient.World_0:PersistentLevel.BP_GameState_Tactics_C_0.DefaultSceneRoot, Archetype = SceneComponent /Game/Scripts/BP_GameState_Tactics.BP_GameState_Tactics_C:DefaultSceneRoot_GEN_VARIABLE

Let me know if you have any idea on how to fix this.

I can work with my game if i don’t touch BP_Mission, the ref in GameMode and the event call in GameState but it feel wrong to let them here.

Thanks a lot for reading and helping :slight_smile:

Cheers,