# Crashing when opening any blueprint in my project, even new ones

**URL:** <https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591>\
**Category:** Blueprint\
**Tags:** crashes, unreal-engine, bug-report, question, Blueprint\
**Created:** [November 27, 2016, 4:20pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591 "2016-11-27T16:20:15Z")\
**Posts on this page:** 16\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_03be5e5b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_03be5e5b](https://forums.unrealengine.com/u/anonymous_user_03be5e5b)\
**Post date:** [November 27, 2016, 4:20pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/1 "2016-11-27T16:20:15Z")

</div>

I am crashing when opening any blueprint in my project. I tried removing a bunch to see if one in particular is causing it but I can’t narrow it down. I tried migrating my content into a fresh project and it still crashes. I can’t even right click on some blueprints in the content browser without crashing despite being fully functional when I copied them to backup.

Weird thing is that the crash didn’t start until I closed the editor. I made 2 full project backups during a work session, and both of them are crashing in the same manner.

Logs aren’t giving much information:

[2016.11.27-16.12.42:641][709]LogWindows:Error: === Critical error: ===  
[2016.11.27-16.12.42:641][709]LogWindows:Error:  
[2016.11.27-16.12.42:641][709]LogWindows:Error: Fatal error!  
[2016.11.27-16.12.42:641][709]LogWindows:Error:  
[2016.11.27-16.12.42:641][709]LogWindows:Error: Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0x00000018  
[2016.11.27-16.12.42:641][709]LogWindows:Error:  
[2016.11.27-16.12.42:641][709]LogWindows:Error: UE4Editor-CoreUObject.dll  
[2016.11.27-16.12.42:641][709]LogWindows:Error: UE4Editor-Engine.dll

Submitted report:  
MachineId:311BBEE1456E3E8912847DB830FDF9D4

Call stack from visual studio:

```
>	UE4Editor-CoreUObject.dll!UObjectBaseUtility::GetName() Line 346	C++
 	UE4Editor-Engine.dll!UChildActorComponent::Serialize(FArchive & Ar) Line 90	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Preload(UObject * Object) Line 3414	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 2890	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3023	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1271	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateImport(int Index) Line 4257	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDependencyPlaceholder(FLinkerPlaceholderBase * PlaceholderIn, UClass * ReferencingClass, const FName ObjectPath) Line 1090	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDeferredDependencies(UStruct * LoadStruct) Line 950	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Preload(UObject * Object) Line 3461	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 4111	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Line 4334	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 3807	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 2884	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3023	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1271	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateImport(int Index) Line 4257	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Line 4369	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 3673	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 2884	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3023	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1271	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateImport(int Index) Line 4257	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDependencyPlaceholder(FLinkerPlaceholderBase * PlaceholderIn, UClass * ReferencingClass, const FName ObjectPath) Line 1090	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDeferredDependencies(UStruct * LoadStruct) Line 950	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Preload(UObject * Object) Line 3461	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 4111	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Line 4334	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 3807	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Line 4334	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 3807	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 2884	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3023	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1271	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Verify() Line 2105	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeCreation() Line 2015	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit) Line 699	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateLinker(UPackage * Parent, const wchar_t * Filename, unsigned int LoadFlags) Line 404	C++
 	UE4Editor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, UPackageMap * Sandbox, FGuid * CompatibleGuid) Line 657	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1196	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Verify() Line 2105	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeCreation() Line 2015	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit) Line 699	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateLinker(UPackage * Parent, const wchar_t * Filename, unsigned int LoadFlags) Line 404	C++
 	UE4Editor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, UPackageMap * Sandbox, FGuid * CompatibleGuid) Line 657	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1196	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Verify() Line 2105	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeCreation() Line 2015	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit) Line 699	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateLinker(UPackage * Parent, const wchar_t * Filename, unsigned int LoadFlags) Line 404	C++
 	UE4Editor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, UPackageMap * Sandbox, FGuid * CompatibleGuid) Line 657	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1196	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateImport(int Index) Line 4257	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDependencyPlaceholder(FLinkerPlaceholderBase * PlaceholderIn, UClass * ReferencingClass, const FName ObjectPath) Line 1090	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDeferredDependencies(UStruct * LoadStruct) Line 950	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Preload(UObject * Object) Line 3461	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 4111	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Line 4334	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 3807	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 2884	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3023	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1271	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateImport(int Index) Line 4257	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDependencyPlaceholder(FLinkerPlaceholderBase * PlaceholderIn, UClass * ReferencingClass, const FName ObjectPath) Line 1090	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDeferredDependencies(UStruct * LoadStruct) Line 950	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Preload(UObject * Object) Line 3461	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 4111	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Line 4334	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 3807	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 2884	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3023	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1271	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateImport(int Index) Line 4257	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDependencyPlaceholder(FLinkerPlaceholderBase * PlaceholderIn, UClass * ReferencingClass, const FName ObjectPath) Line 1090	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDeferredDependencies(UStruct * LoadStruct) Line 892	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveAllImports() Line 1181	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeBlueprint(UClass * LoadClass) Line 1284	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Preload(UObject * Object) Line 3461	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 4111	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Line 4334	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 3807	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Line 4334	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 3807	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 2884	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3023	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1271	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Verify() Line 2105	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeCreation() Line 2015	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit) Line 699	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateLinker(UPackage * Parent, const wchar_t * Filename, unsigned int LoadFlags) Line 404	C++
 	UE4Editor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, UPackageMap * Sandbox, FGuid * CompatibleGuid) Line 657	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1196	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Verify() Line 2105	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeCreation() Line 2015	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit) Line 699	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateLinker(UPackage * Parent, const wchar_t * Filename, unsigned int LoadFlags) Line 404	C++
 	UE4Editor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, UPackageMap * Sandbox, FGuid * CompatibleGuid) Line 657	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1196	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Verify() Line 2105	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeCreation() Line 2015	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit) Line 699	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateLinker(UPackage * Parent, const wchar_t * Filename, unsigned int LoadFlags) Line 404	C++
 	UE4Editor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, UPackageMap * Sandbox, FGuid * CompatibleGuid) Line 657	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1196	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateImport(int Index) Line 4257	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDependencyPlaceholder(FLinkerPlaceholderBase * PlaceholderIn, UClass * ReferencingClass, const FName ObjectPath) Line 1090	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::ResolveDeferredDependencies(UStruct * LoadStruct) Line 950	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Preload(UObject * Object) Line 3461	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 4111	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Line 4334	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 3807	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Line 4334	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 3807	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 2884	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3023	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1271	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Verify() Line 2105	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeCreation() Line 2015	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit) Line 699	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateLinker(UPackage * Parent, const wchar_t * Filename, unsigned int LoadFlags) Line 404	C++
 	UE4Editor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, UPackageMap * Sandbox, FGuid * CompatibleGuid) Line 657	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1196	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1423	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2561	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 2609	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2327	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Verify() Line 2105	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeCreation() Line 2015	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit) Line 699	C++
 	UE4Editor-CoreUObject.dll!FLinkerLoad::CreateLinker(UPackage * Parent, const wchar_t * Filename, unsigned int LoadFlags) Line 404	C++
 	UE4Editor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, UPackageMap * Sandbox, FGuid * CompatibleGuid) Line 657	C++
 	UE4Editor-CoreUObject.dll!LoadPackageInternalInner(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, bool bSkipNameChecks) Line 1196	C++
 	UE4Editor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags) Line 1437	C++
 	UE4Editor-CoreUObject.dll!ResolveName(UObject * & InPackage, FString & InOutName, bool Create, bool Throw, unsigned int LoadFlags) Line 722	C++
 	UE4Editor-CoreUObject.dll!StaticLoadObjectInternal(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation) Line 809	C++
 	UE4Editor-CoreUObject.dll!StaticLoadObject(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation) Line 869	C++
 	UE4Editor-ContentBrowser.dll!ContentBrowserUtils::LoadAssetsIfNeeded(const TArray<FString,FDefaultAllocator> & ObjectPaths, TArray<UObject *,FDefaultAllocator> & LoadedObjects, bool bAllowedToPromptToLoadAssets, bool bLoadRedirects) Line 335	C++
 	UE4Editor-ContentBrowser.dll!SAssetView::CanOpenContextMenu() Line 3623	C++
 	UE4Editor-ContentBrowser.dll!SAssetView::OnGetContextMenuContent() Line 3550	C++
 	UE4Editor-ContentBrowser.dll!TMemberFunctionCaller<SAssetView,TSharedPtr<SWidget,0> (__cdecl SAssetView::*)(void)__ptr64>::operator()<>() Line 161	C++
 	UE4Editor-ContentBrowser.dll!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SAssetView,TSharedPtr<SWidget,0> (__cdecl SAssetView::*)(void)__ptr64> >(TMemberFunctionCaller<SAssetView,TSharedPtr<SWidget,0> (__cdecl SAssetView::*)(void)> && Func) Line 116	C++
 	UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SAssetView,0,TSharedPtr<SWidget,0> __cdecl(void)>::Execute() Line 318	C++
 	UE4Editor-Slate.dll!TBaseDelegate<TSharedPtr<SWidget,0> >::Execute() Line 522	C++
 	UE4Editor-Slate.dll!STableViewBase::OnRightMouseButtonUp(const FPointerEvent & MouseEvent) Line 779	C++
 	UE4Editor-ContentBrowser.dll!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemRightClicked(TSharedPtr<FAssetViewItem,0> TheItem, const FPointerEvent & MouseEvent) Line 703	C++
 	UE4Editor-ContentBrowser.dll!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 477	C++
 	UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l10::<lambda>(const FArrangedWidget & CurWidget, const FPointerEvent & Event) Line 5046	C++
 	UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) >(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l10::FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) & Lambda) Line 215	C++
 	UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent(FWidgetPath & WidgetsUnderPointer, FPointerEvent & PointerEvent) Line 5033	C++
 	UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent & MouseEvent) Line 5462	C++
 	UE4Editor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const FVector2D CursorPos) Line 5439	C++
 	UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1652	C++
 	UE4Editor-Core.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND __* InHWnd, unsigned int InMessage, unsigned__ int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2071	C++
 	UE4Editor-Core.dll!FWindowsApplication::ProcessMessage(HWND __* hwnd, unsigned int msg, unsigned__ int64 wParam, __int64 lParam) Line 814	C++
 	UE4Editor-Core.dll!FWindowsApplication::AppWndProc(HWND __* hwnd, unsigned int msg, unsigned__ int64 wParam, __int64 lParam) Line 678	C++
 	[External Code]	
 	UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages(bool bFromMainLoop) Line 951	C++
 	UE4Editor.exe!FEngineLoop::Tick() Line 2811	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE __* hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 152	C++
 	UE4Editor.exe!WinMain(HINSTANCE __* hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 191	C++
 	[External Code]

```

---

<div class="post-metadata">

**Author:** ![teak421](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/teak421/32/902996_2.png) [@teak421](https://forums.unrealengine.com/u/teak421)\
**Post date:** [November 27, 2016, 8:49pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/2 "2016-11-27T20:49:28Z")

</div>

Did you build from source or using the binaries from the launcher?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_03be5e5b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_03be5e5b](https://forums.unrealengine.com/u/anonymous_user_03be5e5b)\
**Post date:** [November 27, 2016, 8:58pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/3 "2016-11-27T20:58:54Z")

</div>

My project is all blueprint but I made a c++ project to try and get more information on the crash.

---

<div class="post-metadata">

**Author:** ![emretanirgan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@emretanirgan](https://forums.unrealengine.com/u/emretanirgan)\
**Post date:** [November 28, 2016, 1:25am UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/4 "2016-11-28T01:25:03Z")

</div>

I’m getting a similar crash after upgrading to 4.14 and working on my project a bit, I suspected that it’s something with the Child Actor Component and I see several people on here having issues like this. Hope Epic can resolve this soon!

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_03be5e5b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_03be5e5b](https://forums.unrealengine.com/u/anonymous_user_03be5e5b)\
**Post date:** [November 28, 2016, 2:09am UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/5 "2016-11-28T02:09:33Z")

</div>

Yeah I just narrowed it down to that as well. I re-did all my work and closed the editor every task I finished. I was able to ruin the project again after adding a child actor to a blueprint using the Add Component menu. The blueprint it exists in also sets up a reference variable and fires an event from event graph that exist in the child actor.

I can’t repro this in a new project.

---

<div class="post-metadata">

**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [December 1, 2016, 2:31pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/6 "2016-12-01T14:31:18Z")

</div>

Hey everyone,

Do any of you have a test project that this crash is occurring in that you’d be able to share? You can upload it to Dropbox or Google Drive and pm me a link on the forums: [https://forums.unrealengine.com/member.php?160394-Sean-Flint](https://forums.unrealengine.com/member.php?160394-Sean-Flint)

As you have been unable to reproduce the crash in a clean project, this is the best course of action to hopefully diagnose the issue.

Thanks!

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_03be5e5b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_03be5e5b](https://forums.unrealengine.com/u/anonymous_user_03be5e5b)\
**Post date:** [December 1, 2016, 5:24pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/7 "2016-12-01T17:24:15Z")

</div>

I don’t have permission to send private messages. Any other way I can pass it on?

---

<div class="post-metadata">

**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [December 2, 2016, 6:36pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/8 "2016-12-02T18:36:36Z")

</div>

Were you logged in to the forums at the time? PM’s are our main form of communication for private project sharing.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_03be5e5b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_03be5e5b](https://forums.unrealengine.com/u/anonymous_user_03be5e5b)\
**Post date:** [December 2, 2016, 7:02pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/9 "2016-12-02T19:02:17Z")

</div>

Yes, I am logged in. Is there an action I need to complete before I can send private messages?

---

<div class="post-metadata">

**Author:** ![emretanirgan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@emretanirgan](https://forums.unrealengine.com/u/emretanirgan)\
**Post date:** [December 4, 2016, 10:37pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/10 "2016-12-04T22:37:02Z")

</div>

By the way, I made a few comments on [this question](https://answers.unrealengine.com/questions/528455/child-actor-component-keeps-corrupting-its-parent.html) as well, and I’m not 100% sure but I think the issues might be related. I can zip up my project and upload it if you think it’d still be helpful. I thought this ([UE-38690](https://issues.unrealengine.com/issue/UE-38690)) would maybe fix it, but I built the engine from source with that commit in it and I’m getting the same crash again.

---

<div class="post-metadata">

**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [December 5, 2016, 2:44pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/11 "2016-12-05T14:44:52Z")

</div>

When you’re making a comment here on Answerhub, you should see an arrow underneath the blue ‘Comment’ button that says Viewable by all users. If you click that dropdown and select Moderators, you should be able to provide the link in a way that only moderators would be able to see. So you’re welcome to give that a try if you can’t get PM’s to work.

---

<div class="post-metadata">

**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [December 5, 2016, 4:29pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/12 "2016-12-05T16:29:31Z")

</div>

Hey everyone,

I’ve recently entered a ticket for an issue that I think could be similar to what you’re experiencing. Take a look at the link below and let me know if it sounds similar to what you’re seeing:

> **[The Unreal Engine Issues and Bug Tracker](https://issues.unrealengine.com/issue/UE-39323)**
>
> Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

Have a great day

---

<div class="post-metadata">

**Author:** ![emretanirgan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@emretanirgan](https://forums.unrealengine.com/u/emretanirgan)\
**Post date:** [December 6, 2016, 7:51pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/13 "2016-12-06T19:51:35Z")

</div>

This sounds similar to what I’m seeing, except in my case I’m casting the Parent’s Child Actor Component to the Child Class. The callstack seems very similar so I think there’s a good chance my issue is related to this one as well.

---

<div class="post-metadata">

**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [December 6, 2016, 9:19pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/14 "2016-12-06T21:19:52Z")

</div>

Okay, there are a couple of repros for this issue, so it’s likely that the issues are related. I’d recommend merging the fix into your build (if you’re using source). If not, let me know if you still see the issue in 4.15.

Thanks!

---

<div class="post-metadata">

**Author:** ![emretanirgan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@emretanirgan](https://forums.unrealengine.com/u/emretanirgan)\
**Post date:** [December 6, 2016, 10:48pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/15 "2016-12-06T22:48:56Z")

</div>

Ok, I’ll try building from source and give it a shot. There’s no link to the fix commit though so I can’t see whether it has already been merged into 4.14 or master. Is this fix already in one of those two branches?

---

<div class="post-metadata">

**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [December 9, 2016, 6:20pm UTC](https://forums.unrealengine.com/t/crashing-when-opening-any-blueprint-in-my-project-even-new-ones/377591/16 "2016-12-09T18:20:48Z")

</div>

Ah, if there’s no link to the commit, the fix was likely merged into one of our internal branches, which means you’ll have to wait until the merge into main takes place. Once this occurs, the ticket should be automatically updated with the new CL to grab from Github.

Sorry about that I didn’t notice that was the case with this one.
