How to diagnose a blueprint causing crashes?

For a while now on and off, I’ve had crashes that resulted in me having to load backups of a specific file. As the crashes go on, it seems that this file is most frequently the one that needs to be replaced. It’s a significant blueprint so I can’t easily recreate it separately. Is there a way to debug this and figure out why this blueprint is causing so many issues? Is there a size constraints for BPs?

You can run breakpoints?
You can also run Blueprint Profiler, enable it in editor preferences.

I use breakpoints frequently, so that won’t work for this case because the blueprint does work fine until a crash happens. The crash during an action unrelated the that BP (not even running the PIE game) but when a file needs to be replaced, most frequently it’s the same one. I don’t know what the cause would be.

You should post your crash log then :wink:

In other threads, I’ve posted them and was responded to but it didn’t help long term. By now, I’ve submitted over 70, maybe even 100 via the crash logs submission form.

1st Query: I know this is a basic question but are you selecting the appropriate instance of your blueprint when you are trying to
debug using breakpoints?

117564-m4.png

2nd Query: Have you tried going through the flow node-by-node using ‘Step Into’? The shortcut is F10 and you can traverse through the nodes for that particular tick for which the breakpoint has been triggered. Ideally, you should find your problematic node through this grinding process.

You’ve submitted over 70-100 bug reports or questions? That’s an interesting statistic in itself.

This is a bit off-topic, but can you reply to me, maybe via PM on the forums, what areas of the engine you are finding it hard to get into? What areas you are having issues with? Etc. Thanks!

There might be a misunderstanding, the controller nodes all function fine. They perform their job without any compiler problems or indication in the PIE that there is a problem. The issue I find is that when the editor crashes and is unable to start again, most frequently it is this file ‘controlmanager’ that needs to be replaced.

Regardless of what might be in a blueprint, what would prevent the editor from even opening if it were something in a blueprint?

I take that back, i just checked the engine crash directory. I have 201 crash logs since Nov 21 for 4.14.

I have two types of crashes:
Critical: Crash happens and I am unable to reload the editor until i roll back files, usually a specific one which is essentially the playercontroller.
Annoying: I have another crash that happens about every 30 minutes and then I can restart.

Both are pretty ridiculous.

Unfortunately I’m no programmer (but doing well with the BPs otherwise) so that isn’t a realistic option for me right now. I think my best bet might be to disassemble the blueprint into other actors where I can, as painful as that may be,

Oh, my bad. Have you tried running your project through visual studio with full engine source and symbols? It provides you with breaks inside the engine code too. Maybe you’ll find your devil there …