Engine crashing on restart after editing blueprint

Hi all,

I am having issues bringing my project into new engine versions. I am stuck in 5.2 and whenever I try to open or migrate the contents of the project into a new engine version I can’t play in the new editor or open any of the blueprints.

After asking around, the most probable cause seems to be that there are entangled blueprint dependencies involving corrupt assets. I regularly refresh all my blueprints (using a RefreshAll plugin) and resave them, and there are no obvious compile errors or unresolved redirectors etc. that I am aware of.

To attempt to solve the issue I have been editing and redoing sections of my blueprints to remove unnecessary references/dependencies. This was going well and was allowing me to move and rename assets that previously would have caused a crash, but today I’ve run into a block with a new problem:

Simply resaving a blueprint causes a crash when I restart my editor:

I don’t change anything–just resave, then close and re-open the editor:

I can undo the change using git, and then can open my blueprints just fine and also PIE without any issues, but I can’t resave assets without the editor freaking out when I restart it.

Here is the log for the crash when I try to resave my AC_Unlockables asset:

RRM4.log (214.2 KB)

Any thoughts about what could be going on here or how to fix it is immensely appreciated.

Thanks!

Jackson

UE5.2

Update: I rolled back my github one commit at a time until I found the spot where resaving my assets doesn’t cause the crash upon restart. Then I was able to “cherrypick” every commit except the one that was causing the issue, and merge them into a new branch. Everything works correctly; I am able to resave my assets now and only lost a single commit worth of work.

As for what changed in that commit, I am not sure. Only 5 assets were edited and none of them were the asset I was having issues resaving. I have had many problems with this project in the past involving the editing of blueprint structures, and I remember removing blueprint structures in my Game State (GSB_RRM4) in this commit. My suspicion is that removing the interface and blueprint structures caused a hidden compilation error somewhere that was being triggered whenever I tried to save an asset in the net of references.

The problematic commit:

Blueprint structures I removed from the Game State:

Apparently a lot of these blueprint structure related issues are resolved in 5.6 onwards. (If only I could sort these problems out in 5.2 so that upgrading to 5.6 is possible! :sweat_smile: )

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