This happens from time to time, usually when I’m trying to drag off a blueprint node to view the action list. But it also happens while compiling random blueprints too, with no rules. I mean the same bp which caused the engine crash, would be compiled with no problem after restarting the engine. Here is the crash log:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_CoreUObject!UField::GetOwnerClass() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:155]
UnrealEditor_BlueprintGraph!FMemberReference::FillSimpleMemberReference() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Engine\MemberReference.h:538]
UnrealEditor_BlueprintGraph!UEdGraphSchema_K2::ConvertPropertyToPinType() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\EdGraphSchema_K2.cpp:3563]
UnrealEditor_BlueprintGraph!UBlueprintVariableNodeSpawner::GetVarType() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintVariableNodeSpawner.cpp:284]
UnrealEditor_BlueprintGraph!UBlueprintVariableNodeSpawner::CreateFromMemberOrParam() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintVariableNodeSpawner.cpp:64]
UnrealEditor_BlueprintGraph!<lambda_88ceb356f95f928c8e86e7b154e8b250>::operator()() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp:845]
UnrealEditor_BlueprintGraph!BlueprintActionDatabaseImpl::AddBlueprintGraphActions() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp:875]
UnrealEditor_BlueprintGraph!FBlueprintActionDatabase::RefreshAssetActions() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp:1523]
UnrealEditor_BlueprintGraph!FBlueprintActionDatabase::RefreshClassActions() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp:1421]
UnrealEditor_BlueprintGraph!FBlueprintActionDatabase::RefreshAll() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp:1350]
UnrealEditor_BlueprintGraph!FBlueprintActionDatabase::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp:1255]
UnrealEditor_UnrealEd!FTickableEditorObject::TickObjects() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Public\TickableEditorObject.h:45]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1536]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll