Crash on using quick pin connection

Alright so I had a weird crash where If I use the quick pin connection when you want to add a new parameter through dragging and dropping over the event to create it, If I use it the game crashes as soon as I call the event, the problem gets solved if I add parameters manually, here’s a video of me reproducing the crash:

First in my game instance I created an event called TestEvent, that I will use to add to an array of playercontrollers, I use the quick drag and drop over the event to create a parameter of type playercontroller, then I go to my player controller and call the event from there using a test button on my widget.
I tried calling the event from eventbeginplay and other places and same result.

Again the problem is with using the quick method of adding a parameter to the event as shown in 00:07.
I just wanted to report it, thanks a lot and keep it up.

Video: Click here

Hey SenToRious-

I tried to reproduce the crash you mentioned on my end by creating a new custom event and a boolean array. Using the Add node as shown in your video, I created a pin on the Custom event node from the Add node. I then called my custom event from the level blueprint BeginPlay node. I was not able to get this setup to crash on PIE. Are you able to reproduce the crash in a new project? If so, please explain the exact setup steps used to help me investigate the issue locally.

Hey,

I was able to reproduce the crash on a new project, it seems like the crash would only occur if the array is of type playercontroller, I made a video showing step by step how to reproduce it.
Video: Here

1- Create a game mode and a playercontroller and assign it to your project.

2- Go to your playerController add an array of type PlayerController

3- Create a custom event which will be used to add to the array, make sure you create the parameter the same way as shown in the video and add Self to the array.

4- This might not happen for you but sometimes I need to recompile the GameMode a few times before it gets assigned to the project, so you might want to add a print just to make sure the event got fired if no crash happened.

5- Call the event using a key or something, I used F

6- Play in a new window (PIE) (I don’t know if this is important) then press F.

Video:Here

If you need further testing or help feel free, thanks a lot.

Hey SenToRious-

Thank you for the reproduction steps. It appears the crash is caused by a combination of the “Self” reference node being used as well as the input variable being set to “pass-by-reference”. If you use “GetPlayerController” instead of Self, or if you select the custom event node and uncheck the pass-by-reference under the input variable, you should be able to avoid the crash. I have entered a report for this crash that you can find here: Unreal Engine Issues and Bug Tracker (UE-41686) . You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Cheers