Atm the editor is consistently crashing for me on
void UEdGraphPin::BreakLinkTo(UEdGraphPin* ToPin)
...
ensureAlwaysMsgf(ToPin->LinkedTo.Contains(this), *GetLinkInfoString(LOCTEXT("BreakLinkTo", "BreakLinkTo").ToString(), LOCTEXT("NotLinked", "not reciprocally linked with pin").ToString(), ToPin));
whenever I have one of our behaviour trees open or have opened at some point and try to run the game or save I get a crash on this line, its making it very difficult to debug our AI. The callstack looks like
UE4Editor-Engine.dll!UEdGraphPin::BreakLinkTo(UEdGraphPin * ToPin) Line 292 C++
UE4Editor-Engine.dll!UEdGraphPin::BreakAllPinLinks() Line 308 C++
UE4Editor-Engine.dll!UEdGraphPin::DestroyImpl(bool bClearLinks) Line 1199 C++
UE4Editor-Engine.dll!UEdGraphNode::BeginDestroy() Line 424 C++
UE4Editor-CoreUObject.dll!UObject::ConditionalBeginDestroy() Line 739 C++
UE4Editor-CoreUObject.dll!CollectGarbageInternal(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 1281 C++
UE4Editor-CoreUObject.dll!CollectGarbage(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 1320 C++
UE4Editor-Engine.dll!UGameInstance::InitializePIE(bool bAnyBlueprintErrors, int PIEInstance, bool bRunAsDedicated) Line 183 C++
UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance(int InPIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode, bool bRunAsDedicated, float PIEStartTime) Line 2946 C++
UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor(UWorld * InWorld, bool bInSimulateInEditor) Line 2426 C++
UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 1141 C++
And the behaviour tree looks like
I have been through all the behaviour trees trying to find out where a loose node might be but cannot find anything, I am thinking that my next approach will involve recreating the assets from scratch hoping that its just some legacy serialization thats causing the issue?