Crash when breaking struct

This is a really weird thing.

I’ve created a blueprint struct and added a few parameters such as a boolean.

Then I can add it to several actors and call break or make struct with no problems.

But if by any chance I try to break the struct on my main third person character blueprint I get a crash with the following report.

> 
> Access violation - code c0000005
> (first/second chance not available)
> 
> UE4Editor_UnrealEd!FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:572]
> UE4Editor_KismetCompiler!FKismetCompilerContext::Compile()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3627]
> UE4Editor_UMGEditor!FWidgetBlueprintCompiler::Compile()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\umgeditor\private\widgetblueprintcompiler.cpp:342]
> UE4Editor_UMGEditor!FUMGEditorModule::Compile() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\umgeditor\private\umgeditormodule.cpp:160]
> UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:88]
> UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:203]
> UE4Editor_UnrealEd!FKismetEditorUtilities::RecompileBlueprintBytecode()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:924]
> UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:718]
> UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:797]
> UE4Editor_Kismet!FBlueprintEditor::Compile()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3184]
> UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper
> __cdecl(void)>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
> UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void
> __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:427]
> UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
> UE4Editor_Slate!SToolBarButtonBlock::OnClicked()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
> UE4Editor_Slate!TMemberFunctionCaller::operator()<>()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
> UE4Editor_Slate!TTupleImpl
> >::ApplyAfter_ExplicitReturnType >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:128]
> UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply
> __cdecl(void)>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
> UE4Editor_Slate!TBaseDelegate::Execute()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
> UE4Editor_Slate!SButton::OnMouseButtonUp()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:275]
> UE4Editor_Slate!::operator()()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4598]
> UE4Editor_Slate!FEventRouter::Route
> >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
> UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4587]
> UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5041]
> UE4Editor_Slate!FSlateApplication::OnMouseUp()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5021]
> UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1507]
> UE4Editor_Core!FWindowsApplication::DeferMessage()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1847]
> UE4Editor_Core!FWindowsApplication::ProcessMessage()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
> UE4Editor_Core!FWindowsApplication::AppWndProc()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:664]
> user32 user32
> UE4Editor_Core!FWindowsPlatformMisc::PumpMessages()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:903]
> UE4Editor!FEngineLoop::Tick()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2728]
> UE4Editor!GuardedMain()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]
> UE4Editor!GuardedMainWrapper()
> [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
> UE4Editor!WinMain()
> [d:\build\++ue4+release-4.12+compile\sync\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

please any help? :confused: feels like my BP is corrupt in some way.

Hello Grendert,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved with this issue?

Hi, thanks for the quick answer

  1. No I can’t reproduce it, either a clean project or a clean BP in the same project.
  2. Thing is. it seems to be happening with more than one BP that I had created. feels like they just went corrupt.
  3. I just created a duplicate of the BP , and that one doesn’t crash when I press compile!, exactly the same one but a duplicate created by the unreal editor. So definetly a corrupt BP :/.

Is there a way to modify all references from one BP to his duplicate automatically? because if I can do that, I can “solve” the issue.

You could try using the Replace references feature. I have provide an example below.

Example:

I am going to try that. but Im checking and it feels like all the blueprints that I have are corrupt and if they use the struct (or a new struct) , when I try to compile it crashes with the same error. new ones are fine though.

Got a backup copy from 2 days ago, this one seems fine. On the past 2 days I´ve been working on another computer, seems like copying the project didn´t fully work and things went wrong? running out of ideas. I can redo what I´ve done in these 2 days but I would like to avoid this from ever happening again. :confused:

Hello Grendert,

If you try copying the project over in the same manner, does this issue still occur?

Hello Grendert,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,