I created a custom c++ character class. I then created a blueprint that uses this c++ class as its parent. Now, If I make any changes to the c++ class (even just a comment line) and attempt to compile with the child blueprint open, UE crashes with the following error:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000019
0x00007ffd901d0db8 UE4Editor-CoreUObject.dll!FPropertyProxyArchive::operator<<() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\PropertyProxyArchive.h:45]
0x00007ffd902c5a25 UE4Editor-CoreUObject.dll!UStruct::SerializeExpr() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ScriptSerialization.h:222]
0x00007ffd902c5fd6 UE4Editor-CoreUObject.dll!UStruct::SerializeExpr() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ScriptSerialization.h:306]
0x00007ffd902c480a UE4Editor-CoreUObject.dll!UStruct::Serialize() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1925]
0x00007ffd902c3c9e UE4Editor-CoreUObject.dll!UFunction::Serialize() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5555]
0x00007ffd629ac39c UE4Editor-HotReload.dll!FAsyncTask
Is this a bug? Are there any plans to fix this? I have seen forums that discuss similar issues, but none of the other posts have responses that indicate solutions.
The only known workaround seems to be to manually compile the blueprint before I compile the c++. But this seems like something that the engine should be able to do automatically at this point.