The editor will crash if you make a function within a blueprint and make a local variable that is a set of strings, and then run “contains” on that set.
I ran into this issue within a project and then was able to recreate it in a blank project.
Steps:
- Make a new blueprint that exists in the level.
- Make a new Function.
- On event begin play, call the new function.
- Inside the function, create a local variable that is a set of strings and assign some values.
- Get the new local variable, run “contains” on it, and print the boolean output.
The editor will crash. However, there is an odd fix to this. If you change the variable type of the newly created variable from a set of strings to other things such as a set of int and then back to a set of strings, the crash will stop occurring.