Ensure condition failed: !ActorCDO->bExchangedRoles

This error shows up in log and repeats a few times, I noticed it after packaging my project, altho packaging does not fail. This error must have been around for some time. (dont know if its 4.8 specific)
What does this mean? Where does it come from? Whats a CDO? This error is a mystery to me…

[2015.07.11-17.09.08:109][ 50]LogOutputDevice: === Handled error: ===

Ensure condition failed: !ActorCDO->bExchangedRoles [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp] [Line: 1803]
Your CDO has had ExchangeNetRoles called on it (likely via RerunConstructionScripts) which should never have happened. This will cause issues replicating this actor over network due to mutated transient data!
Stack: 
UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() {0x000007fee67da806} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FDebug::EnsureFailed() {0x000007fee6674031} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FDebug::EnsureNotFalse_OptionallyLogFormattedEnsureMessageReturningFalse() {0x000007fee66742e3} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-KismetCompiler.dll!FKismetCompilerContext::FinishCompilingClass() {0x000007fee6c394ea} + 58 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-KismetCompiler.dll!FKismetCompilerContext::Compile() {0x000007fee6c10270} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprintInner() {0x000007fee6c12bc0} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprint() {0x000007fee6c122e8} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint() {0x000007fee15cfc4d} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!FBlueprintEditorUtils::RegenerateBlueprintClass() {0x000007fee1578796} + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::RegenerateBlueprintClass() {0x000007fee6ef5d18} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeBlueprint() {0x000007fee6ebdff9} + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::Preload() {0x000007fee6f91f08} + 11 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport() {0x000007fee6f5f840} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject() {0x000007fee6f85584} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport() {0x000007fee6f5ec7e} + 11 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload() {0x000007fee6f5fb5b} + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects() {0x000007fee6f8814a} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!LoadPackageInternal() {0x000007fee7064903} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner() {0x000007fee6fb7bb0} + 49 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport() {0x000007fee6fb6b0b} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImportInner() {0x000007fee6fb80d0} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::VerifyImport() {0x000007fee6fb6b0b} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::Verify() {0x000007fee6fb67e2} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::FinalizeCreation() {0x000007fee6f6b055} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::Tick() {0x000007fee6fb5580} + 8 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateLinker() {0x000007fee6f61b5f} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!GetPackageLinker() {0x000007fee6f7ea40} + 23 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!LoadPackageInternal() {0x000007fee70646d7} + 34 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!ResolveName() {0x000007fee7071782} + 57 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!StaticLoadObjectInternal() {0x000007fee70794f1} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!StaticLoadObject() {0x000007fee7078dea} + 32 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!FAssetData::GetAsset() {0x000007fed8285cb7} + 62 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!SContentBrowser::OnAssetsActivated() {0x000007fed82f1691} + 139 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() {0x000007fed82612d7} + 38 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() {0x000007fed826d117} + 14 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!SAssetView::OnListMouseButtonDoubleClick() {0x000007fed82fe40a} + 42 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl(TSharedPtr<FAssetViewItem,0>)>::Execute() {0x000007fed825fe31} + 52 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() {0x000007fed826c33a} + 37 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() {0x000007fed82695b6} + 38 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() {0x000007fed8316f9f} + 41 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() {0x000007fed82fe68f} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!<lambda_58ede244782f1e594383d45514e1d7c8>::operator()() {0x000007fee2df41fe} + 9 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_58ede244782f1e594383d45514e1d7c8> >() {0x000007fee2dac4ad} + 21 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonDoubleClickEvent() {0x000007fee2e67b43} + 96 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FSlateApplication::OnMouseDoubleClick() {0x000007fee2e55439} + 19 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage() {0x000007fee67cd1fd} + 32 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FWindowsApplication::DeferMessage() {0x000007fee67b45c1} + 74 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FWindowsApplication::ProcessMessage() {0x000007fee67ce99f} + 44 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FWindowsApplication::AppWndProc() {0x000007fee67ae1aa} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
USER32.dll {0x0000000076e09bd1} + 0 bytes
USER32.dll {0x0000000076e098da} + 0 bytes
UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages() {0x000007fee67cfd56} + 48 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!FEngineLoop::Tick() {0x000000013fdd3c7a} + 8 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!GuardedMain() {0x000000013fdc49cc} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!GuardedMainWrapper() {0x000000013fdc4a4a} + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!WinMain() {0x000000013fdd65c9} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!__tmainCRTStartup() {0x000000013fdd75d9} + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll {0x0000000076ce652d} + 0 bytes
ntdll.dll {0x0000000076f1c541} + 0 bytes
ntdll.dll {0x0000000076f1c541} + 0 bytes

Hey,

I’ve assigned someone to look into this error for you, and they’ll post here if they have any questions for you. Thanks for report!

I have same when starting debug editor

CDO means 'class default object. This ensure is caused by using Create Child Blueprint Class on a blueprint created from an empty actor. If your project packages and does not crash, you can safely ignore it, or you can try to locate which empty actor has had a child blueprint created from it.

Good luck!

Okay, I’ll see what I can find out, however I dont ever call Create Child Blueprint Class on any actor/blueprint. only empty actor that exists was an empty c++ actor created to get source files generated to bp project. Could this be cause? I’ll get back if I find any more info. Im currently not experiencing any issues. Thanks for your assistance!

Having same problem, please help