Hello. In the beggining I want to say the UE4 version doesn’t matters as it was crashing before switching to this version sometimes too. I used Blueprint Scripting section because it is error caused by reading and compiling blueprint. The introduction: I’ve experienced very often bugs with own actor component (I’ve created HumanCombatComponent) - the engine after some modification of the component didn’t let me to compile blueprints that contained this component. After I clicked compile, it was usually going well but in about 35% it wasn’t - it crashed and in most cases it deleted my combat component from actors using it and broke pins from f.e. Animation Blueprint. I read very much about it on forums. I also noticed that some REINST appeared on HumanCombatComponent on my character. I’m sure I would experience it too today but the editor suddenly crashed on loading at 93% and keeps doing it. Log says about REINST too but now it points on other, unmodified from 'bout month blueprint - Simple Bow Class. Look at this log:
[2015.10.31-13.44.05:290][ 0]Log file open, 10/31/15 14:44:05
[2015.10.31-13.44.05:290][ 0]LogInit:Display: Running engine for game: Malakhai
[2015.10.31-13.44.05:290][ 0]LogPlatformFile: Not using cached read wrapper
[2015.10.31-13.44.05:290][ 0]LogInit:Display: RandInit(-24589902) SRandInit(-24589898).
[2015.10.31-13.44.05:290][ 0]LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
[2015.10.31-13.44.05:290][ 0]LogStats: Stats thread started at 0.095614
[2015.10.31-13.44.05:290][ 0]LogInit: Version: 4.10.0-2742829+++depot+UE4-Releases+4.10
[2015.10.31-13.44.05:290][ 0]LogInit: API Version: 2742829
[2015.10.31-13.44.05:290][ 0]LogInit: Compiled (64-bit): Oct 27 2015 02:22:57
[2015.10.31-13.44.05:290][ 0]LogInit: Compiled with Visual C++: 19.00.23026.00
[2015.10.31-13.44.05:290][ 0]LogInit: Build Configuration: Development
[2015.10.31-13.44.05:290][ 0]LogInit: Branch Name: ++depot+UE4-Releases+4.10
[2015.10.31-13.44.05:290][ 0]LogInit: Command line:
[2015.10.31-13.44.05:290][ 0]LogInit: Base directory: C:/Program Files/Epic Games/4.10/Engine/Binaries/Win64/
[2015.10.31-13.44.05:290][ 0]LogInit: Rocket: 1
[2015.10.31-13.44.05:304][ 0]LogInit: Using libcurl 7.41.0
[2015.10.31-13.44.05:304][ 0]LogInit: - built for x86_64-pc-win32
[2015.10.31-13.44.05:304][ 0]LogInit: - supports SSL with WinSSL
[2015.10.31-13.44.05:304][ 0]LogInit: - other features:
[2015.10.31-13.44.05:304][ 0]LogInit: CURL_VERSION_SSL
[2015.10.31-13.44.05:304][ 0]LogInit: CURL_VERSION_IPV6
[2015.10.31-13.44.05:304][ 0]LogInit: CURL_VERSION_ASYNCHDNS
[2015.10.31-13.44.05:304][ 0]LogInit: CURL_VERSION_LARGEFILE
[2015.10.31-13.44.05:304][ 0]LogInit: CURL_VERSION_IDN
[2015.10.31-13.44.05:304][ 0]LogInit: CurlRequestOptions (configurable via config and command line):
[2015.10.31-13.44.05:304][ 0]LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
[2015.10.31-13.44.05:304][ 0]LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
[2015.10.31-13.44.05:304][ 0]LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
[2015.10.31-13.44.05:304][ 0]LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
[2015.10.31-13.44.05:317][ 0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2015.10.31-13.44.05:326][ 0]LogInit: Object subsystem initialized
[2015.10.31-13.44.05:327][ 0]LogInit: Selected Device Profile: [Windows]
[2015.10.31-13.44.05:327][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2015.10.31-13.44.05:337][ 0]LogInit: Computer: PC-KOMPUTER
[2015.10.31-13.44.05:337][ 0]LogInit: User: PC
[2015.10.31-13.44.05:337][ 0]LogInit: CPU Page size=4096, Cores=4
[2015.10.31-13.44.05:337][ 0]LogInit: High frequency timer resolution =3.139150 MHz
[2015.10.31-13.44.05:337][ 0]LogMemory: Memory total: Physical=8.0GB (8GB approx)
[2015.10.31-13.44.05:337][ 0]LogMemory: Platform Memory Stats for Windows
[2015.10.31-13.44.05:337][ 0]LogMemory: Process Physical Memory: 56.70 MB used, 56.70 MB peak
[2015.10.31-13.44.05:337][ 0]LogMemory: Process Virtual Memory: 56.72 MB used, 56.72 MB peak
[2015.10.31-13.44.05:337][ 0]LogMemory: Physical Memory: 4935.04 MB used, 8190.18 MB total
[2015.10.31-13.44.05:337][ 0]LogMemory: Virtual Memory: 349.73 MB used, 8388608.00 MB total
[2015.10.31-13.44.05:384][ 0]LogTextLocalizationManager: No translations for ('pl-PL') exist, falling back to 'en' for localization and internationalization data.
[2015.10.31-13.44.06:063][ 0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 560 Ti (Feature Level 11_0)
[2015.10.31-13.44.06:063][ 0]LogD3D11RHI: Adapter has 977MB of dedicated video memory, 0MB of dedicated system memory, and 3071MB of shared system memory, 1 output[s]
[2015.10.31-13.44.06:063][ 0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2015.10.31-13.44.06:080][ 0]LogD3D11RHI: !Direct3DDevice
[2015.10.31-13.44.06:081][ 0]LogRHI: Texture pool is 684 MB (70% of 977 MB)
[2015.10.31-13.44.06:099][ 0]LogD3D11RHI: Async texture creation enabled
[2015.10.31-13.44.06:124][ 0]LogShaderCompilers: Guid format shader working directory is 15 characters bigger than the processId version (../../../../../../Users/PC/Desktop/UnrealProjects/Malakhai/Intermediate/Shaders/WorkingDirectory/6516/).
[2015.10.31-13.44.06:124][ 0]LogShaderCompilers: Cleaned the shader compiler working directory '../../../../../../Users/PC/Desktop/UnrealProjects/Malakhai/Intermediate/Shaders/tmp/D27FB6164892A67F934A9FBCEDEE6763/'.
[2015.10.31-13.44.06:124][ 0]LogShaderCompilers:Display: Using Local Shader Compiler.
[2015.10.31-13.44.07:612][ 0]LogTemp:Display: Loaded TP AllDesktopTargetPlatform
[2015.10.31-13.44.07:619][ 0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
[2015.10.31-13.44.07:628][ 0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
[2015.10.31-13.44.07:635][ 0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
[2015.10.31-13.44.07:641][ 0]LogTemp:Display: Loaded TP WindowsTargetPlatform
[2015.10.31-13.44.07:646][ 0]LogTemp:Display: Loaded TP AndroidTargetPlatform
[2015.10.31-13.44.07:651][ 0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
[2015.10.31-13.44.07:656][ 0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
[2015.10.31-13.44.07:661][ 0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
[2015.10.31-13.44.07:666][ 0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
[2015.10.31-13.44.07:672][ 0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
[2015.10.31-13.44.07:682][ 0]LogTemp:Display: Loaded TP Android_MultiTargetPlatform
[2015.10.31-13.44.07:682][ 0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
[2015.10.31-13.44.07:683][ 0]LogTemp:Display: Loaded TP HTML5TargetPlatform
[2015.10.31-13.44.07:702][ 0]LogTemp:Display: Loaded TP IOSTargetPlatform
[2015.10.31-13.44.07:706][ 0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
[2015.10.31-13.44.07:711][ 0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
[2015.10.31-13.44.07:716][ 0]LogTemp:Display: Loaded TP LinuxTargetPlatform
[2015.10.31-13.44.07:716][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.10.31-13.44.07:821][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2015.10.31-13.44.07:911][ 0]LogDerivedDataCache: Loaded boot cache 0.09s 41MB C:/Users/PC/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
[2015.10.31-13.44.07:911][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/PC/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc
[2015.10.31-13.44.07:911][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users/PC/Desktop/UnrealProjects/Malakhai/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2015.10.31-13.44.07:911][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2015.10.31-13.44.07:911][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../../../Users/PC/Desktop/UnrealProjects/Malakhai/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2015.10.31-13.44.07:912][ 0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
[2015.10.31-13.44.07:998][ 0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
[2015.10.31-13.44.08:010][ 0]LogDerivedDataCache: Using Local data cache path C:/Users/PC/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2015.10.31-13.44.08:251][ 0]LogInit: Selected Device Profile: [Windows]
[2015.10.31-13.44.08:252][ 0]LogContentStreaming: Texture pool size is 0.000000MB
[2015.10.31-13.44.08:304][ 0]LogMeshUtilities: No automatic mesh reduction module available
[2015.10.31-13.44.08:304][ 0]LogMeshUtilities: No automatic mesh merging module available
[2015.10.31-13.44.08:820][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2015.10.31-13.44.09:941][ 0]UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2015.10.31-13.44.10:054][ 0]LogAssetRegistry: FAssetRegistry took 0.0103 seconds to start up
[2015.10.31-13.44.10:275][ 0]SourceControl: Info Source control is disabled
[2015.10.31-13.44.10:276][ 0]SourceControl: Info Source control is disabled
[2015.10.31-13.44.10:289][ 0]SourceControl: Info Source control is disabled
[2015.10.31-13.44.10:303][ 0]SourceControl: Info Source control is disabled
[2015.10.31-13.44.10:616][ 0]LogObj: 28664 objects as part of root set at end of initial load.
[2015.10.31-13.44.10:616][ 0]LogUObjectAllocator: 6106424 out of 0 bytes used by permanent object pool.
[2015.10.31-13.44.10:695][ 0]LogEngine: Initializing Engine...
[2015.10.31-13.44.10:700][ 0]LogHMD: Can't find Oculus library dev build: is proper Runtime installed? Version: 0.8.0.0
[2015.10.31-13.44.10:700][ 0]LogHMD: SteamVR failed to initialize. Err: 110
[2015.10.31-13.44.10:975][ 0]LogAIModule: Creating AISystem for world NewWorld
[2015.10.31-13.44.10:994][ 0]LogInit: XAudio2 using 'Głośniki (VIA HD Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
[2015.10.31-13.44.11:028][ 0]LogInit: FAudioDevice initialized.
[2015.10.31-13.44.11:069][ 0]LogDerivedDataCache: Saved boot cache 0.04s 41MB C:/Users/PC/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
[2015.10.31-13.44.11:083][ 0]LogInit: Texture streaming: Enabled
[2015.10.31-13.44.11:091][ 0]LogAnalytics: Creating configured Analytics provider AnalyticsET
[2015.10.31-13.44.11:091][ 0]LogAnalytics: [UEEditor.Rocket.Release] APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.10.0-2742829+++depot+UE4-Releases+4.10
[2015.10.31-13.44.11:091][ 0]LogAnalytics: [UEEditor.Rocket.Release] SetUserId 96673cf641d1f269b37b6ba2c5d3be0b|42598311c1a24370b03c18618b261df9|cb047629-af96-43d6-a9cd-c58aec2fb642
[2015.10.31-13.44.11:092][ 0]LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession
[2015.10.31-13.44.11:129][ 0]LogInit: Transaction tracking system initialized
[2015.10.31-13.44.11:179][ 0]BlueprintLog: New page: Editor Load
[2015.10.31-13.44.11:343][ 0]LocalizationService: Info Localization service is disabled
[2015.10.31-13.44.11:462][ 0]LogConsoleResponse:Display:
[2015.10.31-13.44.11:710][ 0]LogCook:Display: Done creating registry. It took 0.00s.
[2015.10.31-13.44.11:951][ 0]LogFileCache: Scanning file cache for directory 'C:/Users/PC/Desktop/UnrealProjects/Malakhai/Content/' took 0.08s
[2015.10.31-13.44.11:959][ 0]SourceControl: Info Source control is disabled
[2015.10.31-13.44.11:959][ 0]Cmd: MAP LOAD FILE="../../../../../../Users/PC/Desktop/UnrealProjects/Malakhai/Content/ThirdPersonBP/Maps/ThirdPersonExampleMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
[2015.10.31-13.44.11:960][ 0]LightingResults: New page: Lighting Build
[2015.10.31-13.44.11:964][ 0]MapCheck: New page: Map Check
[2015.10.31-13.44.11:964][ 0]LightingResults: New page: Lighting Build
[2015.10.31-13.44.11:987][ 0]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000001DF15C60
[2015.10.31-13.44.18:580][ 0]LogBlueprint:Error: [compiler CreatureClass] Error COMPILER ERROR: failed building connection with 'Simple Bow Class Reference is not compatible with Item Reference.' at SpawnActor Simple Bow Class
[2015.10.31-13.44.18:978][ 0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins Target and As Human Class : Creature Class Reference is not compatible with Human Class Reference.
[2015.10.31-13.44.18:978][ 0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins Target and As Human Class : Creature Class Reference is not compatible with Human Class Reference.
[2015.10.31-13.44.18:978][ 0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins As Human Class and Target : Human Class Reference is not compatible with Creature Class Reference.
[2015.10.31-13.44.18:979][ 0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins As Human Class and Target : Human Class Reference is not compatible with Creature Class Reference.
[2015.10.31-13.44.18:991][ 0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins Target and As Human Class : Creature Class Reference is not compatible with Human Class Reference.
[2015.10.31-13.44.18:992][ 0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins Target and As Human Class : Creature Class Reference is not compatible with Human Class Reference.
[2015.10.31-13.44.18:992][ 0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins As Human Class and Target : Human Class Reference is not compatible with Creature Class Reference.
[2015.10.31-13.44.18:992][ 0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins As Human Class and Target : Human Class Reference is not compatible with Creature Class Reference.
[2015.10.31-13.44.18:992][ 0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning 'Human Class' does not inherit from 'Creature Class' ( Cast To HumanClass would always fail).
[2015.10.31-13.44.19:761][ 0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins Target and As Simple Bow Class : Distance Class Basic Reference is not compatible with Simple Bow Class Reference.
[2015.10.31-13.44.19:762][ 0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins Target and As Simple Bow Class : Distance Class Basic Reference is not compatible with Simple Bow Class Reference.
[2015.10.31-13.44.19:762][ 0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins As Simple Bow Class and Target : Simple Bow Class Reference is not compatible with Distance Class Basic Reference.
[2015.10.31-13.44.19:763][ 0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins As Simple Bow Class and Target : Simple Bow Class Reference is not compatible with Distance Class Basic Reference.
[2015.10.31-13.44.19:768][ 0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins Target and As Simple Bow Class : Distance Class Basic Reference is not compatible with Simple Bow Class Reference.
[2015.10.31-13.44.19:768][ 0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins Target and As Simple Bow Class : Distance Class Basic Reference is not compatible with Simple Bow Class Reference.
[2015.10.31-13.44.19:769][ 0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins As Simple Bow Class and Target : Simple Bow Class Reference is not compatible with Distance Class Basic Reference.
[2015.10.31-13.44.19:769][ 0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins As Simple Bow Class and Target : Simple Bow Class Reference is not compatible with Distance Class Basic Reference.
[2015.10.31-13.44.19:817][ 0]LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParentReferences() - Couldn't find inherited parent component 'Mesh' for 'ArrowMesh' in BlueprintGeneratedClass 'REINST_SimpleBowClass_C_118' (it may have been removed)
[2015.10.31-13.44.22:704][ 0]LogWindows:Error: === Critical error: ===
Fatal error!
[2015.10.31-13.44.22:804][ 0]LogExit: Executing StaticShutdownAfterError
[2015.10.31-13.44.22:820][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2015.10.31-13.44.22:820][ 0]Log file closed, 10/31/15 14:44:22
Its quite long - its whole .log file.
I would repair it if I had access to it. Can I disable blueprint compiling at startup? I’ve stucked here because last backup I’ve made was 1,5 week ago. I didn’t expected to get this error, it never happened to me before although crashing on load at 93% isn’t unknown for me - as I said before, it crashed sometimes with my Combat Component.
I am looking for 2 answers - what about this component?
And what about today’s issue which prevents me from doing anything.
Edit:::
I also want to mention - the Simple Bow Class still exists as a file (about 400 kB) but last line of log doesn’t see it.