I’m having consistent crashes on startup if I break a specific structure inside any actor across my project. Using source control I have tested a ton of different combinations to figure out whats causing this, and basically using this structure in any way when its split or broken seems to cause a crash on startup. I’ve included some examples below of some of the things that will cause a crash, as well as the error log, and one example which surprisingly doesn’t cause a crash. The structure does include a second structure inside of it, but I can’t confirm whether this is the issue. I’ve tried a lot already, such as deleting the structure and replacing it with an identical but differently named one, but I still get this issue, and I’m a bit stuck as to what to do. Any help would be greatly appreciated.
Error log:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000009e2a5b0e
UnrealEditor_CoreUObject
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
... repeated a lot ...
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
These two cause the crashes:
Surprisingly, this one doesn’t, but if I replaced the loop with a Get(ref) not, it does: