So i found the cause of the 4.7.1 editor crashing.
While rebuilding my faulty blueprint, i restarted the editor at certain points.
- After adding all variables.
- After creating all functions (empty).
- After copying 3-4 functions
While adding these functions i came across an editor crash. So i assume this meant my blueprint wasn’t corrupt after all.
I tracked down the faulty function and a macro call was what caused the crash. This was something totally unexpected. It seems that when using the follwing nodes: GetAllActorsOfClass > GET 0 > Cast to blueprint, inside a macro will cause the 4.7 and 4.7.1 editor to crash on startup because of null pointer references.
Now i can understand that macros should have selfcontained logic without referencing anything outside of the macro. But still this should have given me an error or warning, should it not?