# Crash with nativized BPs, Error: Cycle Node

**URL:** <https://forums.unrealengine.com/t/crash-with-nativized-bps-error-cycle-node/412192>\
**Category:** Blueprint\
**Tags:** nativization, unreal-engine, crash, Blueprint, question\
**Created:** [December 13, 2017, 8:12pm UTC](https://forums.unrealengine.com/t/crash-with-nativized-bps-error-cycle-node/412192 "2017-12-13T20:12:38Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![HiIAmMoot](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HiIAmMoot](https://forums.unrealengine.com/u/HiIAmMoot)\
**Post date:** [December 13, 2017, 8:12pm UTC](https://forums.unrealengine.com/t/crash-with-nativized-bps-error-cycle-node/412192/1 "2017-12-13T20:12:38Z")

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So I’m experiencing a crash with nativized Blueprints which I have not experienced before. I’m in 4.18.2.  
First I thought it was this issue: [Unreal Engine Issues and Bug Tracker (UE-43458)](https://issues.unrealengine.com/issue/UE-43458). But that error happened during packaging and not when opening a packaged game. The solution to that issue was not having 2 function libraries referencing each other. I only have 1 BP function library in my project so that isn’t the issue. I do however have some Macro libraries, I’m experimenting with what happens when I don’t use those.

Most likely Event Driven Loader will rid the crash but I’d still like to report this regardless and find a solution.

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