Yes, we have a C++ class inherit form ACharacter, and then 3-4 level of inheritance in the blueprint. We have all sort of event that broadcast from either code or blueprint and have handler scattering around blueprint and even the level blueprint. What I found was the trashed pointer used to be “ULinkerPlaceholderFunction”, which is a placeholder for the “UserConstructionScript” function, which I assume is the “constructor” of the blueprint. I’m not sure if there is anyway to get around it on the blueprint side.