Have a BP related crash I could use some help with

Hoping I could get some help tracking down what might be causing this. I have been refactoring some systems and I can’t find the change that is causing the crash.

Thanks,

ook


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

Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 357]
‘WeatherType_C_3’ is of class 'REINST_Weath

KERNELBASE + 293772 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_CoreUObject!UObject::execInstanceVariable() + 488 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:975]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_Engine!UKismetMathLibrary::execLinearColorLerp() + 41 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\kismet\kismetmathlibrary.h:61]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UObject::CallFunction() + 2707 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UObject::CallFunction() + 2707 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!AActor::ProcessEvent() + 259 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor_Engine!AActor::ExecuteConstruction() + 655 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorconstruction.cpp:552]
UE4Editor_Engine!AActor::RerunConstructionScripts() + 3610 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorconstruction.cpp:436]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() + 1831 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:333]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() + 2409 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:773]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() + 2956 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2014]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() + 643 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:974]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 3604 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1226]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hi ook,

Have you moved any of your actors in the content browser recently or changed the parent class of any objects? The error at the top of the callstack says that your “WeatherType” blueprint is a blueprint of class “REINST_Weath”, which usually happens if an object is moved. If this is the case, try re-parenting WeatherType and see if the crash still occurs.

So there were a number of issues at play here but I believe part of the problem was as you suggested. I have learned a lot about creating object reference variables and how to manage them safely. Hard to explain without a lot of backstory on the code behind the issue but it is resolved now. :slight_smile:

Hi ook,

I am happy to hear that you have resolved your error. I will mark this thread as answered for tracking purposes.