Crash on Opening Level Blueprint

Hey Everyone got this problem that I have ran into a wall trying to figure out. I added some maps that we were working on into my main project and now when I try to open the level blueprint it crashes before it has a chance to load the levels blueprint.

Some background notes:
If I create a new project and plop these levels into the project they work fine. But for some reason in my project they don’t want to load. The maps are using World Composition to peice the levels together.

Here is the crash dump:

Access violation - code c0000005 (first/second chance not available)

UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprint() + 5018 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:554]
UE4Editor_Engine!ULevel::GetLevelScriptBlueprint() + 288 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\level.cpp:1652]
UE4Editor_WorldBrowser!FLevelModel::OpenKismet() + 60 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\worldbrowser\private\levelmodel.cpp:376]
UE4Editor_WorldBrowser!SWorldHierarchyItem::OnOpenKismet() + 95 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\worldbrowser\private\sworldhierarchyitem.cpp:278]
UE4Editor_WorldBrowser!TMemberFunctionCaller<SWorldHierarchyItem,FReply (__cdecl SWorldHierarchyItem::*)(void) __ptr64>::operator()<>() + 71 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_WorldBrowser!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SWorldHierarchyItem,FReply (__cdecl SWorldHierarchyItem::*)(void) __ptr64> >() + 25 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_WorldBrowser!TBaseSPMethodDelegateInstance<0,SWorldHierarchyItem,0,FReply __cdecl(void)>::Execute() + 89 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:439]
UE4Editor_Slate!SButton::OnMouseButtonUp() + 339 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:228]
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator()() + 188 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3985]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() + 215 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:202]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() + 601 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3988]
UE4Editor_Slate!FSlateApplication::OnMouseUp() + 294 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3949]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() + 3573 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1373]
UE4Editor_Core!FWindowsApplication::DeferMessage() + 318 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1669]
UE4Editor_Core!FWindowsApplication::ProcessMessage() + 4016 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() + 114 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:604]
user32 + 9508 bytes
user32 + 9095 bytes
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() + 118 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:774]
UE4Editor!FEngineLoop::Tick() + 3737 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2233]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Just to add All previous level blueprints work just not the ones included in the world composition. digging into kismet2.cpp , It looks like line 554 is the Engines Analytics system. Not sure if it would help but is there a way I can turn that off without building UE4 source?

Hey thanks for reply, it seems it doesn’t matter how I open the level blueprint it will still crash.

Hi,

Does it crashes when you open sub-level blueprint using “Blueprint” button in main editor tool bar? Or only when opening using levels browser?

It looks like this is happening in my project for newly created levels as well…

So this is totally not an answer or real solution but I transferred my game project over to a new project and all seems well for now, just still not sure what caused this hiccup , but at least I can move forward for now.