Dynamite Blueprint Crashes Editor

When I use my new dynamite blueprint, it crashes the editor after the dynamite explodes.

https://forums.unrealengine.com/attachment.php?attachmentid=17070&d=1415915325

https://forums.unrealengine.com/attachment.php?attachmentid=17071&d=1415915471

As soon as I added the “Fire Impulse” node, the dynamite makes the editor crash when the dynamite “explodes”.

Crash Report:

MachineId:C358BA2E474F9A1D5053CDA4600A6A81
EpicAccountId:dbdd6d6fb7644986a16468cd4ab04cf0

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine + 15119691 bytes
UE4Editor_Engine + 15345576 bytes
UE4Editor_CoreUObject + 549780 bytes
UE4Editor_CoreUObject + 1318750 bytes
UE4Editor_CoreUObject + 1577556 bytes
UE4Editor_CoreUObject + 1435554 bytes
UE4Editor_CoreUObject + 1440718 bytes
UE4Editor_CoreUObject + 549780 bytes
UE4Editor_CoreUObject + 1438659 bytes
UE4Editor_Engine + 1818193 bytes
UE4Editor_Engine + 5100871 bytes
UE4Editor_Engine + 5033210 bytes
UE4Editor_Engine + 5619538 bytes
UE4Editor_UnrealEd + 1895346 bytes
UE4Editor_UnrealEd + 6486374 bytes
UE4Editor!FEngineLoop::Tick() + 3524 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:2129]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

And the Log:

Log file open, 11/13/14 21:05:30
LogInit:Display: Running engine for game: Sandbox
LogInit: Version: 4.5.1-2336687+++depot+UE4-Releases+4.5
LogInit: API Version: 2326478
LogInit: Compiled (64-bit): Oct 21 2014 22:32:40
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.5
LogInit: Command line:  
LogInit: Base directory: F:/UE4/4.5/Engine/Binaries/Win64/
LogInit: Rocket: 1
[2014.11.13-20.05.30:011][  0]LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
[2014.11.13-20.05.30:037][  0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
[2014.11.13-20.05.30:051][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2014.11.13-20.05.30:059][  0]LogInit: Object subsystem initialized
[2014.11.13-20.05.30:062][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
[2014.11.13-20.05.30:062][  0]LogConsoleResponse:Warning:   Found in ini file 'F:/Unreal Projects/Sandbox/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
[2014.11.13-20.05.30:062][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000))),ExternalCurve=None)'
[2014.11.13-20.05.30:062][  0]LogConsoleResponse:Warning:   Found in ini file 'F:/Unreal Projects/Sandbox/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
[2014.11.13-20.05.30:063][  0]LogInit: Selected Device Profile: [Windows]
[2014.11.13-20.05.30:063][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2014.11.13-20.05.30:066][  0]LogInit: Computer: VIPAR-PC
[2014.11.13-20.05.30:066][  0]LogInit: User: Vipar
[2014.11.13-20.05.30:067][  0]LogInit: CPU Page size=4096, Cores=4
[2014.11.13-20.05.30:067][  0]LogInit: High frequency timer resolution =3.331250 MHz
[2014.11.13-20.05.30:067][  0]LogMemory: Memory total: Physical=8.0GB (8GB approx) Virtual=8192.0GB
[2014.11.13-20.05.30:068][  0]LogMemory: Platform Memory Stats for Windows
[2014.11.13-20.05.30:068][  0]LogMemory: Process Physical Memory: 63.27 MB used, 63.27 MB peak
[2014.11.13-20.05.30:068][  0]LogMemory: Process Virtual Memory: 38.60 MB used, 38.60 MB peak
[2014.11.13-20.05.30:068][  0]LogMemory: Physical Memory: 6177.80 MB used, 8168.96 MB total
[2014.11.13-20.05.30:068][  0]LogMemory: Virtual Memory: 268.57 MB used, 8388608.00 MB total
[2014.11.13-20.05.30:084][  0]LogD3D11RHI: Found D3D11 adapter 0: AMD Radeon HD 6900 Series (Feature Level 11_0)
[2014.11.13-20.05.30:084][  0]LogD3D11RHI: Adapter has 2035MB of dedicated video memory, 0MB of dedicated system memory, and 3828MB of shared system memory, 2 output[s]
[2014.11.13-20.05.30:084][  0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2014.11.13-20.05.30:089][  0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
[2014.11.13-20.05.30:094][  0]LogD3D11RHI: Async texture creation disabled: no driver support
[2014.11.13-20.05.30:133][  0]LogTextLocalizationManager: The requested culture ('da_DK') has no localization data; falling back to 'en' for localization and internationalization data.
[2014.11.13-20.05.30:287][  0]LogContentStreaming: Texture pool size is 0.000000MB
[2014.11.13-20.05.34:803][  0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.11.13-20.05.35:174][  0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.11.13-20.05.35:226][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2014.11.13-20.05.35:264][  0]LogDerivedDataCache: Loaded boot cache 0.04s 40MB C:/Users/Vipar/AppData/Local/UnrealEngine/4.5/DerivedDataCache/Boot.ddc.
[2014.11.13-20.05.35:264][  0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Vipar/AppData/Local/UnrealEngine/4.5/DerivedDataCache/Boot.ddc
[2014.11.13-20.05.35:265][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../../../Unreal Projects/Sandbox/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2014.11.13-20.05.35:265][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2014.11.13-20.05.35:330][  0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/DDC.ddp.
[2014.11.13-20.05.35:341][  0]LogDerivedDataCache: Using Local data cache path C:/Users/Vipar/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2014.11.13-20.05.35:503][  0]LogMeshUtilities: No automatic mesh reduction module available
[2014.11.13-20.05.35:503][  0]LogMeshUtilities: No automatic mesh merging module available
[2014.11.13-20.05.35:701][  0]LogLinker:Warning: Asset '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Texturing/FlipBook.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2014.11.13-20.05.35:704][  0]LogLinker:Warning: Asset '../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/Textures/flipbook.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2014.11.13-20.05.35:844][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2014.11.13-20.05.36:484][  0]UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2014.11.13-20.05.36:616][  0]LogDirectoryWatcher:Warning: Failed to begin reading directory changes for F:/Unreal Projects/Sandbox/Binaries/Win64. Error: 0
[2014.11.13-20.05.36:715][  0]SourceControl: Info Source control is disabled
[2014.11.13-20.05.36:715][  0]SourceControl: Info Source control is disabled
[2014.11.13-20.05.36:720][  0]SourceControl: Info Source control is disabled
[2014.11.13-20.05.36:800][  0]LogObj: 22915 objects as part of root set at end of initial load.
[2014.11.13-20.05.36:800][  0]LogUObjectAllocator: 4803536 out of 0 bytes used by permanent object pool.
[2014.11.13-20.05.36:848][  0]LogEngine: Initializing Engine...
[2014.11.13-20.05.36:966][  0]LogInit: XAudio2 using 'Speakers (8- Logitech G35 Headset)' : 8 channels at 44.1 kHz using 16 bits per sample (channel mask 0x63f)
[2014.11.13-20.05.36:971][  0]LogInit: FAudioDevice initialized.
[2014.11.13-20.05.36:986][  0]LogAIModule: Creating AISystem for world NewWorld
[2014.11.13-20.05.37:006][  0]LogDerivedDataCache: Saved boot cache 0.02s 40MB C:/Users/Vipar/AppData/Local/UnrealEngine/4.5/DerivedDataCache/Boot.ddc.
[2014.11.13-20.05.37:011][  0]LogInit: Texture streaming: Enabled
[2014.11.13-20.05.37:043][  0]LogInit: Transaction tracking system initialized
[2014.11.13-20.05.37:107][  0]BlueprintLog: New page: Editor Load
[2014.11.13-20.05.37:131][  0]LogAssetRegistry: FAssetRegistry took 0.0095 seconds to start up
[2014.11.13-20.05.37:131][  0]LogDirectoryWatcher:Warning: Failed to begin reading directory changes for ../../../Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0
[2014.11.13-20.05.37:537][  0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.11.13-20.05.37:854][  0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.11.13-20.05.38:006][  0]LogConsoleResponse:Display: 
[2014.11.13-20.05.38:155][  0]SourceControl: Info Source control is disabled
[2014.11.13-20.05.38:155][  0]Cmd: MAP LOAD FILE="../../../../../Unreal Projects/Sandbox/Content/Maps/Example_Map.umap" TEMPLATE=0 SHOWPROGRESS=1
[2014.11.13-20.05.38:155][  0]LightingResults: New page: Lighting Build
[2014.11.13-20.05.38:163][  0]MapCheck: New page: Map Check
[2014.11.13-20.05.38:163][  0]LightingResults: New page: Lighting Build
[2014.11.13-20.05.38:185][  0]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000000012DD6840
[2014.11.13-20.05.38:526][  0]LogEditorServer: Finished looking for orphan Actors (0.000 secs)
[2014.11.13-20.05.38:526][  0]LogAIModule: Creating AISystem for world Example_Map
[2014.11.13-20.05.38:526][  0]Cmd: MAP CHECKDEP
[2014.11.13-20.05.38:526][  0]MapCheck: New page: Example_Map - Nov 13, 2014, 10:05:38 PM
[2014.11.13-20.05.38:591][  0]MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 64.923ms to complete.
[2014.11.13-20.05.38:591][  0]LogFileHelpers: Loading map 'Example_Map' took 0.436
[2014.11.13-20.05.38:689][  0]LogCollectionManager: Loaded 0 collections in 0.000725 seconds
[2014.11.13-20.05.38:780][  0]LogCrashTracker: Crashtracker disabled due to settings.
[2014.11.13-20.05.38:786][  0]LogUObjectGlobals:Warning: Failed to find object 'Class None.'
[2014.11.13-20.05.38:812][  0]LogLoad: Full Startup: 10.77 seconds (BP compile: 0.10 seconds)
[2014.11.13-20.05.39:298][  0]LogRenderer:Warning: Reallocating scene render targets to support 1104x944.
[2014.11.13-20.05.39:846][  2]LogAssetRegistry: Asset discovery search completed in 2.7248 seconds
[2014.11.13-20.05.46:900][310]LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/Blueprints'
[2014.11.13-20.05.47:375][348]LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/Character'
[2014.11.13-20.05.47:709][376]LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/StarterContent'
[2014.11.13-20.06.06:839][865]LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/Blueprints'
[2014.11.13-20.06.07:611][924]LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/Maps'
[2014.11.13-20.06.08:115][965]LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/Character'
[2014.11.13-20.06.08:555][  0]LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/StarterContent'
[2014.11.13-20.06.09:972][107]LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/StarterContent/Blueprints'
[2014.11.13-20.06.22:819][878]LogEditorViewport: Clicking on Actor (LMB): Blueprint_Effect_Explosion_C (Blueprint_Effect_Explosion)
[2014.11.13-20.06.42:479][281]Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Maps/Example_Map" FILE="../../../../../Unreal Projects/Sandbox/Content/Maps/Example_Map.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false
[2014.11.13-20.06.42:549][281]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000001E5FB920
[2014.11.13-20.06.42:549][281]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000001E7D0A40
[2014.11.13-20.06.42:613][281]LogSavePackage: Save=46.836773ms
[2014.11.13-20.06.42:613][281]LogSavePackage: Moving '../../../../../Unreal Projects/Sandbox/Saved/Example_Map39D623614D19368021ABD4A207E4E024.tmp' to '../../../../../Unreal Projects/Sandbox/Content/Maps/Example_Map.umap'
[2014.11.13-20.06.45:871][499]LogEditorViewport: Clicking on Actor (LMB): StaticMeshActor (Cube01)
[2014.11.13-20.06.49:229][728]BlueprintLog: New page: Pre-PIE auto-recompile
[2014.11.13-20.06.49:229][728]LogPlayLevel: [PIE] Compiling Tutorial_BP_MacroLib before PIE...
[2014.11.13-20.06.49:288][728]LogPlayLevel: PIE:  Blueprint regeneration took 58 ms (1 blueprints)
[2014.11.13-20.06.49:288][728]PIE: New page: PIE session: Example_Map (Nov 13, 2014, 10:06:49 PM)
[2014.11.13-20.06.49:320][728]LogPlayLevel: PIE: StaticDuplicateObject took: (0.031435s)
[2014.11.13-20.06.49:321][728]LogPlayLevel: PIE: World Init took: (0.001165s)
[2014.11.13-20.06.49:321][728]LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Maps/Example_Map.Example_Map to /Game/Maps/UEDPIE_0_Example_Map.Example_Map (0.032811s)
[2014.11.13-20.06.49:607][728]BlueprintLog:Warning: Warning Blueprint MyHUD has been migrated and requires re-saving to avoid import errors
[2014.11.13-20.06.49:607][728]BlueprintLog:Warning: Warning Blueprint MyGame has been migrated and requires re-saving to avoid import errors
[2014.11.13-20.06.49:609][728]LogWorld: Game class is 'MyGame_C'
[2014.11.13-20.06.49:611][728]LogAIModule: Creating AISystem for world Example_Map
[2014.11.13-20.06.49:613][728]LogWorld: Bringing World /Game/Maps/UEDPIE_0_Example_Map.Example_Map up for play (max tick rate 0) at 2014.11.13-21.06.49
[2014.11.13-20.06.49:613][728]LogWorld: Bringing up level for play took: 0.001740
[2014.11.13-20.06.49:615][728]PIE: Info Play in editor start time for /Game/Maps/UEDPIE_0_Example_Map 0.468
[2014.11.13-20.06.52:248][967]LogCrashTracker: 


[2014.11.13-20.06.52:501][967]LogCrashTracker: 


[2014.11.13-20.06.52:501][967]LogWindows: === Critical error: ===
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000328

UE4Editor-Engine.dll!UnknownFunction (0x000007fed7b8b54b) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed7bc27a8) + 0 bytes [UnknownFile:0]
UE4Editor-CoreUObject.dll!UnknownFunction (0x000007fedd516394) + 0 bytes [UnknownFile:0]
UE4Editor-CoreUObject.dll!UnknownFunction (0x000007fedd5d1f5e) + 0 bytes [UnknownFile:0]
UE4Editor-CoreUObject.dll!UnknownFunction (0x000007fedd611254) + 0 bytes [UnknownFile:0]
UE4Editor-CoreUObject.dll!UnknownFunction (0x000007fedd5ee7a2) + 0 bytes [UnknownFile:0]
UE4Editor-CoreUObject.dll!UnknownFunction (0x000007fedd5efbce) + 0 bytes [UnknownFile:0]
UE4Editor-CoreUObject.dll!UnknownFunction (0x000007fedd516394) + 0 bytes [UnknownFile:0]
UE4Editor-CoreUObject.dll!UnknownFunction (0x000007fedd5ef3c3) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed6edbe51) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed71fd547) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed71eccfa) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed727bf52) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x000007fed9b0ebb2) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x000007fed9f6f966) + 0 bytes [UnknownFile:0]
UE4Editor.exe!FEngineLoop::Tick() (0x000000013feda8f4) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:2129]
UE4Editor.exe!GuardedMain() (0x000000013fecf9df) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor.exe!GuardedMainWrapper() (0x000000013fecfa4a) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor.exe!WinMain() (0x000000013fedbf19) + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor.exe!__tmainCRTStartup() (0x000000013fedcdc9) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll!UnknownFunction (0x00000000771459ed) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000000007737c541) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000000007737c541) + 0 bytes [UnknownFile:0]


[2014.11.13-20.06.52:679][967]LogExit: Executing StaticShutdownAfterError
[2014.11.13-20.06.52:686][967]LogOutputDevice:Warning: 

Script Stack:
Blueprint_Effect_Explosion_C.ExecuteUbergraph_Blueprint_Effect_Explosion

[2014.11.13-20.06.52:688][967]LogWindows: FPlatformMisc::RequestExit(1)
[2014.11.13-20.06.52:688][967]Log file closed, 11/13/14 21:06:52

Figured it out. WorldStatic was set as a target to affect. That means it tries to move the entire world at once. Remove that and it stops crashing.