# Editor crash on Play If Blueprint is not recompiled every launch

**URL:** <https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341>\
**Category:** Blueprint\
**Tags:** editor-crash, unreal-engine, Blueprint, question\
**Created:** [March 24, 2015, 5:18am UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341 "2015-03-24T05:18:07Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_9b155d6f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Post date:** [March 24, 2015, 5:18am UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/1 "2015-03-24T05:18:07Z")

</div>

Hello,

We are having an issue where one of our NPC’s are causing a crash. After some debugging we realised every time that we opened up the project, if we did not open up the Blueprint of the NPC and recompile it without changing anything, the editor would crash with the following error:

\*\> MachineId:C879FE7244FF690B3E59F79A254CE0CD

> EpicAccountId:836dbd1febcb45009669ac7dd7a4f948
> 
> Unknown exception - code 00000001  
> (first/second chance not available)
> 
> Assertion failed: ((UObject\*)ContainerPtr)-\>IsA((UClass\*)GetOuter() [File:D:\BuildFarm\buildmachine\_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 357] ‘3rdSpiderPawn\_44’ is of class '3rdSpiderPa
> 
> KERNELBASE + 37901 bytes  
> UE4Editor\_Core!FOutputDeviceWindowsError::Serialize()
> 
> - 292 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]  
> UE4Editor\_Core!FOutputDevice::Logf\_\_VA()
> - 248 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]  
> UE4Editor\_Core!FDebug::AssertFailed()
> - 1079 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]  
> UE4Editor\_CoreUObject!UObject::execInstanceVariable()
> - 488 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:975]  
> UE4Editor\_Engine!UKismetMathLibrary::execLessEqual\_IntInt()
> - 51 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\kismet\kismetmathlibrary.h:61]  
> UE4Editor\_CoreUObject!UFunction::Invoke()
> - 180 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]  
> UE4Editor\_CoreUObject!UObject::CallFunction()
> - 1112 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]  
> UE4Editor\_CoreUObject!UObject::ProcessContextOpcode()
> - 141 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]  
> UE4Editor\_CoreUObject!UObject::execLetBool()
> - 334 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1370]  
> UE4Editor\_CoreUObject!UObject::ProcessInternal()
> - 1644 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]  
> UE4Editor\_CoreUObject!UObject::CallFunction()
> - 2707 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]  
> UE4Editor\_CoreUObject!UObject::ProcessInternal()
> - 1644 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]  
> UE4Editor\_CoreUObject!UFunction::Invoke()
> - 180 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]  
> UE4Editor\_CoreUObject!UObject::ProcessEvent()
> - 3036 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]  
> UE4Editor\_Engine!AActor::ProcessEvent()
> - 259 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]  
> UE4Editor\_Engine!AActor::ReceiveTick()
> - 74 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\intermediate\build\win64\inc\engine\engine.generated.1.cpp:1121]  
> UE4Editor\_Engine!AActor::Tick() + 121  
> bytes  
> [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:672]  
> UE4Editor\_Engine!APawn::Tick() + 14  
> bytes  
> [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\pawn.cpp:712]  
> UE4Editor\_Engine!AActor::TickActor() +  
> 78 bytes  
> [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:660]  
> UE4Editor\_Engine!FActorTickFunction::ExecuteTick()
> - 580 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:119]  
> UE4Editor\_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask()
> - 214 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]  
> UE4Editor\_Engine!TGraphTask::ExecuteTask()
> - 445 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]  
> UE4Editor\_Core!FTaskThread::ProcessTasks()
> - 3125 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]  
> UE4Editor\_Core!FTaskThread::ProcessTasksUntilQuit()
> - 77 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]  
> UE4Editor\_Core!FTaskGraphImplementation::WaitUntilTasksComplete()
> - 511 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:984]  
> UE4Editor\_Engine!FTaskGraphInterface::WaitUntilTaskCompletes()
> - 367 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]  
> UE4Editor\_Engine!FTickTaskSequencer::ReleaseTickGroup()
> - 432 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:187]  
> UE4Editor\_Engine!FTickTaskManager::RunTickGroup()
> - 1182 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]  
> UE4Editor\_Engine!UWorld::RunTickGroup()
> - 102 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:696]  
> UE4Editor\_Engine!UWorld::Tick() + 2971  
> bytes  
> [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:1114]  
> UE4Editor\_UnrealEd!UEditorEngine::Tick()
> - 5618 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1329]  
> UE4Editor\_UnrealEd!UUnrealEdEngine::Tick()
> - 22 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]  
> UE4Editor!FEngineLoop::Tick() + 4179  
> bytes  
> [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]  
> UE4Editor!GuardedMain() + 1404 bytes  
> [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]  
> UE4Editor!GuardedMainWrapper() + 26  
> bytes  
> [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]  
> UE4Editor!WinMain() + 249 bytes  
> [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]  
> UE4Editor!\_\_tmainCRTStartup() + 329  
> bytes  
> [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]\*

We take it this is a problem with the order in which the instances of our NPC’s are created but we are unsure on why and how to fix it.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [March 24, 2015, 5:54pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/2 "2015-03-24T17:54:24Z")

</div>

Can you post your crash log here? You can find this at \Unreal Projects\PROJECTNAME\saved\logs.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_9b155d6f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Post date:** [March 24, 2015, 10:39pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/3 "2015-03-24T22:39:45Z")

</div>

link text

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_9b155d6f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Post date:** [March 24, 2015, 11:07pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/4 "2015-03-24T23:07:06Z")

</div>

Update on the issue: We thought we had fixed it. We just re-parented it to character and then back to base enemy and it ran fine. But when we tried to access the health variable in ‘Event Tick’ for the base enemy we got the crash again. It says "Variable not in scope’ but it is a local variable. Re-compiling the blueprint still fixes it, but we have to do it every time we open the project.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [March 25, 2015, 3:38pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/5 "2015-03-25T15:38:15Z")

</div>

Can you show me a screenshot of your blueprint, specifically 3rdSpiderPawn. It seems the Spider pawn is trying to access a property that belongs to BaseEnemy, but Spiderpawn is not registering as a child of BaseEnemy. If I can see what is going on with the health variable I might get a better idea of what is occurring.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_9b155d6f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Post date:** [March 26, 2015, 12:34am UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/6 "2015-03-26T00:34:42Z")

</div>

There is alot of information in 3rdSpiderPawn, do you want anything specifically or just the entire blueprint?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [March 26, 2015, 2:46pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/7 "2015-03-26T14:46:35Z")

</div>

For now, lets stick with what information is accessing the BaseEnemy variable, if I can’t see what is going on from there we can see what else is needed.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [March 30, 2015, 3:17pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/8 "2015-03-30T15:17:02Z")

</div>

Hi ,

We have not heard from you in several days. I am marking this thread as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_9b155d6f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Post date:** [March 30, 2015, 10:45pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/9 "2015-03-30T22:45:10Z")

</div>

Sorry i havnt been at the office in a few days. Here is a SS of where we are using the varialble. Its in ‘Event Tick’.

 ![36645-spiderpawn_bb.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/7/a/f7a86e04d0853299d94f4a6fe03d2bb88aa8245d.png)

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [March 31, 2015, 4:07pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/10 "2015-03-31T16:07:46Z")

</div>

If you open the “Class Settings” on your spider, what is the “Parent Class” set to?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_9b155d6f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Post date:** [April 1, 2015, 12:00am UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/11 "2015-04-01T00:00:07Z")

</div>

Base Enemy. Also we have fixed the issue by just putting all the things to do with health in the base enemy class.

If you are still able to help us determine why it was crashing it would be nice, for curiosity’s sake. If not that is fine 🙂

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [April 1, 2015, 5:37pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/12 "2015-04-01T17:37:55Z")

</div>

In your BaseEnemy class, is the Health variable set to editable?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_9b155d6f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Post date:** [April 2, 2015, 10:04pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/13 "2015-04-02T22:04:53Z")

</div>

Yep it is.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [April 6, 2015, 5:37pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/14 "2015-04-06T17:37:59Z")

</div>

What event dispatchers are you using? I just noticed that you have two dropdown menus for them in your pawn. Do any of these affect the health variable?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_9b155d6f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Post date:** [April 11, 2015, 1:33am UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/15 "2015-04-11T01:33:38Z")

</div>

I dont have the project on me but from memory neither are using the health variable.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [April 13, 2015, 3:14pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/16 "2015-04-13T15:14:34Z")

</div>

Do you have a copy of the project that is still crashing? I’d be happy to take a look and see what is occurring so we can get a bug report in for the crash. This could help other users who may be experiencing the same type of crash.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_9b155d6f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Post date:** [April 14, 2015, 2:08am UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/17 "2015-04-14T02:08:21Z")

</div>

Yes i do, how would you like it?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [April 14, 2015, 2:17pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/18 "2015-04-14T14:17:53Z")

</div>

If small enough you can post a . here, if not you can upload it to a trusted FTP server and send me a link either here or in a PM on the forums.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_9b155d6f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Post date:** [April 15, 2015, 12:58am UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/19 "2015-04-15T00:58:38Z")

</div>

I just private messaged you on the forums with the link.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [April 15, 2015, 6:21pm UTC](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341/20 "2015-04-15T18:21:07Z")

</div>

Hi ,

While I was able to reproduce the crash, I could not discover the cause. I have entered a bug report, UE-13859 to be assessed by the development staff. I noticed that in almost all of your blueprints that I looked at you had objects casting to themselves. For instance, 3rdSpiderPawn casts to 3rdSpiderPawn several times. This is unnecessary and can cause errors other than the crash you are experiencing. I tested without these casts and it seems that the functionality you had worked without the casts, so I highly recommend removing them.

[Next page](https://forums.unrealengine.com/t/editor-crash-on-play-if-blueprint-is-not-recompiled-every-launch/312341.md?page=2)
