Crash when adding new variable to bp structure

Hi, whenever i add a variable to an existing structure i get a crash with this dump(see below). The struct are all containing a class bp which is a child of Object.

 Access violation - code c0000005 (first/second chance not available)
    
    UE4Editor_PropertyEditor!SPropertyEditorAsset::FObjectOrAssetData::FObjectOrAssetData() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorasset.h:75]
    UE4Editor_PropertyEditor!SPropertyEditorAsset::GetValue() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorasset.cpp:572]
    UE4Editor_PropertyEditor!SPropertyEditorAsset::OnGetAssetName() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorasset.cpp:444]
    UE4Editor_PropertyEditor!TMemberFunctionCaller<SPropertyEditorAsset,FText (__cdecl SPropertyEditorAsset::*)(void)const __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
    UE4Editor_PropertyEditor!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter_ExplicitReturnType<FText,TMemberFunctionCaller<SPropertyEditorAsset,FText (__cdecl SPropertyEditorAsset::*)(void)const __ptr64> >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\tuple.h:128]
    UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<1,SPropertyEditorAsset,0,FText __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
    UE4Editor_Slate!TBaseDelegate<FText>::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
    UE4Editor_Slate!TAttribute<FText>::Get() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\misc\attribute.h:135]
    UE4Editor_Slate!FTextBlockLayout::ComputeDesiredSize() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\widgets\text\textblocklayout.cpp:56]
    UE4Editor_Slate!STextBlock::ComputeDesiredSize() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\widgets\text\stextblock.cpp:212]
    UE4Editor_SlateCore!SWidget::CacheDesiredSize() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slatecore\private\widgets\swidget.cpp:397]
    UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slatecore\private\widgets\swidget.cpp:385]
    UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slatecore\private\widgets\swidget.cpp:385]
    .
    .
    .
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slatecore\private\widgets\swidget.cpp:385]
    UE4Editor_Slate!PrepassWindowAndChildren() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1098]
    UE4Editor_Slate!PrepassWindowAndChildren() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1107]
    UE4Editor_Slate!FSlateApplication::DrawPrepass() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1146]
    UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1188]
    UE4Editor_Slate!FSlateApplication::DrawWindows() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:960]
    UE4Editor_Slate!FSlateApplication::TickApplication() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1544]
    UE4Editor_Slate!FSlateApplication::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1336]
    UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2672]
    UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
    UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
    UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
    kernel32
    ntdll

Hi Eqric,

I attempted to reproduce this but so far I haven’t been able to get your results. Could you provide a small test project or exact repro steps to reproduce this issue?

Also, could you include the MachineID and/or EpicID from the crash callstack?

Ok here is how you create it:

Create a blueprint that is a child of Object named, for example, “Base”.

Create another blueprint that is a child of “Base”( that blueprint that was created in step 1) and name it, for example, Child.

Create a structure and add one variable that is of type reference of “Base” and name it something.

Save

Create another variable that is a reference of Child name it something.

Sometimes i crash just by renaming the Child variable but sometimes i crash by pressing “New Variable”.

MachineId:04C2C9AD4444B54E99476E9B5F325828

EpicAccountId:d74768efd8e34dd0a5861e419ffee229

Thank you for the additional information. I was easily able to reproduce the crash with your steps and I found your submitted crash date. I’ve created JIRA UE-25449 in our tracking software and the developers will be investigating the issue further. We will post back here with questions as we have them.

Cheers,

TJ