I do confirm I have had twice that error (different projects). It is still unclear exactly why, but it is indeed related to pointers inside a FStruct. In my case not a AActor* but a UStaticMesh*:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item Properties")
UStaticMesh* MeshInSpace;
This pointer is not setup at structure creation, but is later setup after an ActorItem is created, containing this FStruct.
So I am guessing either:
- there is a problem with the structure creation with UE4 engine (memory allocation ?) or
- the engine somehow is trying to access a value to that pointer (some kind of reflexive analysis ?)
[EDIT]
Strangely, just explicitly setting the variable inside the FStruct to nullptr was sufficient to remove the error & crash…