Editor crashes reliably when game is saved or played in editor

I’m using UE4.6.1-2386410 on a computer with Windows 7 Ultimate x64, an i5 3570k (OC), 16GB RAM and a GTX 780, and every time I try to save my level or play it in the editor, the editor crashes and the unreal crash reporter opens. There’s no minidump found in the error reporter, and AppData\Local\Microsoft\Windows\WER\ReportQueue is empty.

I am also able to reproduce the issue on my laptop, which is running Windows 10 TP, a pentium T4200@2GHz (dual core) and iGPU, though I don’t know whether that’s the same issue or not. That crashed with the following error:

MachineId:22D2552A4633FC39C6E44F8E1A456734
EpicAccountId:e66c83f456e24cd8be698ce7b64b87f2

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: TargetDelegate [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp] [Line: 5407] 

KERNELBASE + 84024 bytes
UE4Editor_Core + 3092349 bytes
UE4Editor_Core + 1597688 bytes
UE4Editor_Core + 1479058 bytes
UE4Editor_UnrealEd + 9502651 bytes
UE4Editor_Engine + 5012673 bytes
UE4Editor_UnrealEd + 9881575 bytes
UE4Editor_UnrealEd + 4557402 bytes
UE4Editor_UnrealEd + 4660963 bytes
UE4Editor_UnrealEd + 1801811 bytes
UE4Editor_UnrealEd + 6686342 bytes
UE4Editor!FEngineLoop::Tick() + 3876 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2214]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

This has happened in two projects now. The first project was a new basic project with starter assets. It started crashing after a few days of messing with it (shutting down the computer between days).
The second project was a first person shooter template game. The level I built was quite different from the previous level, and it too started crashing after a few days.

The template maps in the projects continue to work (though I get the feeling that if I played with them enough, they would start to break too).

Deleting everything in the map allows the level to work, but I was unable to try deleting the contents of my level blueprint because when I tried, the editor crashed again. The blueprint simply allowed me to interact with an object, making another object move. Obviously, deleting everything in the map is not a valid work around.

I hadn’t made any changes to the map (that I’m aware of) since the last time it worked.

Is there anything that I can do to try and resolve this issue?

I’ve zipped and uploaded my project files to MEGA - the offending map is TestMap02.umap (/content/Maps/TestMap02.umap)

I have the same exact issue - I can’t delete or save my Level Blueprint unless I go back to an Autosave from yesterday - then I add in the latest changes back in and it works for a bit and then just seems to randomly decide when to crash on saving, playing, editing… I am messing with Event Dispatchers and I think it’s related to that somehow (but like I said it works for a while)

Hey StormDrive-

This crash is a known issue and has been fixed on an internal build of the engine (UE-7289). This internal fix should be included in a future update to the engine. This appears to be related to the use of event dispatchers as GeeksGoneBad mentions and I would suggest using direct calls to an event rather than an event dispatcher for the time being as a workaround.

Thanks

I imagine that this will fix it, but when I try to delete the custom event, the editor crashes again. Is there a way to delete it without crashing the editor?

If the custom event is in an actor you should be able to move the asset out of the content folder. If this is the case you can move it into another project or migrate it over and try removing it there. Then you can move/migrate the asset back into the first project.

This has happened on multiple maps of my game now, and the game is for my university course. Any chance of this fix being released soon? If not, then I’m genuinely going to fail my final year of university…

Hey Clarence-

Many of the reports for this issue have dealt with using delegates. If you have any in your blueprints I would suggest trying to remove and replace them with direct calls to the functions used. Additionally you can make a copy of your project for the 4.7 preview and test if the problem is still occurring for you there. If you are still having problems let us know with as much detail about the behavior you experience as possible to give us a clearer idea of what exactly is happening.

Cheers