Editor Crashes while Opening after Deleting an Invalid Node

It’s strange. There is an invalid in our Character Blueprint. If we exceed it, which meas an error, then save and exit. Next time, the editor can be launched, but without proper gameplay logic of course.
If we delete this Invalid Node, and execute the correct mode. The game logic is correct. But after we save and exit the editor, the next time we open the editor, it will crash, 100%.

Now we can only keep and execute the Invalid node before save and exit, to prevent the editor from crashing…
There is no meaningful callstack: No minidump found for this crash.

Hi kindfox,

Which version of the editor are you seeing this crash in? Also, would you be willing to upload or send me the .uasset file for this? You can send it by private message on the forums.

version 4.6.1. I sent the file to you by private message on the forum. Thank you for checking this out for me.

okay, this is solved. Instead of using a customized Character blueprint as a pin, we now use the default Character blueprint as a pin. The default Character blueprint is the parent of customized Character blueprint.

I’m glad you got it working. I was looking into the issue but I’m unsure of what would be causing this error. I’ll try to research this more when I can because a custom character blueprint should work the same as the default character as long as they are setup the same.