Crash when GameUserSettingsClassName points to a Blueprint

Hi Kirill,

Following your steps to reproduce, I am unable to get the crash. Packaging the project (after all the setup) for Windows in Development, then running the exe results in me entering the level with no crash during start up.

Would you be able to share an example repro project and the call stack?

Is using a Blueprint (derived from a C++ subclass of UGameUserSettings) as GameUserSettingsClassName officially supported in 5.6?

-Using Blueprints derived from a C++ subclass in general should be supported as denoted in this example doc. That being said, I was unable to find specifics for GameUserSettingsClassName and the closest I found was this document that discusses how saving and loading works in Parrot. I can get that looked into if you’re still running into the crash.

Is there any recommended workaround for 5.6, or should we stick to a pure C++ GameUserSettingsClassName for now?

-If it continues to crash, it is recommended to stick to C++ as many of the discussions (example 1 and example 2) look into inheriting from GameUserSettings and adding custom variables through C++.

Please let me know if this helps, thank you!

Regards