[PROBLEM] Cannot compile due to Assertion Failed: OwningNode

So I’m getting this error when trying to compile my game, and I have absolutely no understanding of why it’s happening, since 2 days ago it compiled perfectly fine.

I have been getting random fatal errors and other crashing while using the editor, so i’m wondering if perhaps something was corrupted as a result.
I will investigate one of the blueprints mentioned in one of the crash logs (there’s about 80+ logs, but only 1 referred to a blueprint :frowning: , and none have “FATAL” anywhere in them…)

I’m using 4.18.3 still, from github source if that helps narrow things down.

I tried to delete the saved and intermediate folders, then compile, it still failed.
I then tried a previous version and it worked, so my guess is there’s some kind of nullptr somewhere in one of the new blueprints, but i’m just not sure where as there are no errors in the blueprints at all.
From what I read online from google searches, I see other people have had the same experience and it ends up being a matter of deleting everything in blueprints until finding the problematic blueprint, then trying to find the culprit node(s), deleting them, putting a new node down and re-linking them up again to fix the problem.
Has anybody run into this issue before, if so, what did you do to try and narrow down the problem?
Here is the final part of the packaging log, there are no other errors in the rest of the log.

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ATHelper: Packaging (Windows (64-bit)): LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)
UATHelper: Packaging (Windows (64-bit)): LogWindows: Warning: URL: …/…/…/Engine/Binaries/Win64/CrashReportClient.exe “D:/Users/Nathan/Documents/Unreal Projects/FuryOfTheFluff 4.18/Saved/Crashes/UE4CC-Windows-3E6E10024153F5D5163DAB8A6ECD817B_0000” -Unattended -nullrhi -AppName=UE4-FuryOfTheFluff -CrashGUID=UE4CC-Windows-3E6E10024153F5D5163DAB8A6ECD817B_0
000 -DebugSymbols=…\Engine\Intermediate\Symbols
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: OwningNode [File:D:\Users\Nathan\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphPin.h] [Line: 419]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000950FA388 KERNELBASE.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000537A74A4 UE4Editor-ApplicationCore.dll!FWindowsErrorOutputDevice::Serialize() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\applicationcore\private\windows\windowserroroutputdevice.cpp:65]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000511C2B0B UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000051153ED9 UE4Editor-Core.dll!FDebug::AssertFailed() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000030FD957E UE4Editor-Engine.dll!UEdGraphPin::GetSchema() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:578]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000030FC8C7E UE4Editor-Engine.dll!UEdGraphPin::DoesDefaultValueMatchAutogenerated() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:603]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000049C6CC77 UE4Editor-BlueprintGraph.dll!UK2Node::ValidateOrphanPins() [d:\users
athan\documents\github\unrealengine\engine\source\editor\blueprintgraph\private\k2node.cpp:820]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x000000002D489E02 UE4Editor-KismetCompiler.dll!FKismetCompilerContext::CompileClassLayout() [d:\users
athan\documents\github\unrealengine\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3702]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x000000002FF2F63F UE4Editor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\users
athan\documents\github\unrealengine\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:822]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x000000002FF2CE9E UE4Editor-Kismet.dll!FBlueprintCompilationManager::FlushCompilationQueue() [d:\users
athan\documents\github\unrealengine\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2143]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000030C92F97 UE4Editor-Engine.dll!UBlueprintGeneratedClass::ConditionalRecompileClass() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:259]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000501773F8 UE4Editor-CoreUObject.dll!FScopedClassDependencyGather::~FScopedClassDependencyGather() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:376]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000050312439 UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4024]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000050338442 UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4241]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000503113E1 UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3711]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000503127FB UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2744]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000050339824 UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2902]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000050463A1E UE4Editor-CoreUObject.dll!LoadPackageInternal() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1322]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000050462F94 UE4Editor-CoreUObject.dll!LoadPackage() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1430]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x000000004E025713 UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::LoadPackageForCooking() [d:\users
athan\documents\github\unrealengine\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2000]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x000000004E05C53B UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [d:\users
athan\documents\github\unrealengine\engine\source\editor\unrealed\private\cookontheflyserver.cpp:1609]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x000000004DEF689B UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [d:\users
athan\documents\github\unrealengine\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:902]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x000000004DF1E6BA UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\users
athan\documents\github\unrealengine\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:583]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000C919D2EF UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2167]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000C9195269 UE4Editor-Cmd.exe!GuardedMain() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\launch\private\launch.cpp:127]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000C91954CA UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000C91A24A9 UE4Editor-Cmd.exe!WinMain() [d:\users
athan\documents\github\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00000000C91A32C3 UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:259]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000097F14034 KERNEL32.DLL!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000098113691 ntdll.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0000000098113691 ntdll.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: end: stack for UAT
UATHelper: Packaging (Windows (64-bit)): Took 38.5825991s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Windows (64-bit)): Cook failed. Deleting cooked data.
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see D:\Users\Nathan\Documents\GitHub\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

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1 Like

Orphan pins are artifacts created when you have a function signature then you change that signature, but graphs still connect to old pins preventing nodes to update…
I don’t understand why Epic can’t just BreakAllConnections() to nodes that became problematic. Now you have some “illegal” pin somewhere in a sea of nodes. If BP compiler can’t tell where this pin is, good luck with that :]

Pretty much impossible to see things like this happen in C++.

2 Likes

Well, I managed to fix it, I was looking for anything to do with structs since that seems to be where these orphan pins get created as you’ve pointed out.
However it was a corrupted blueprint. I ended up looking at references for one of my various structs and the first blueprint I clicked on causes the same error as when I tried to compile the game, and UE4 started eating system memory like it was a frickin happy meal, which caused the system to hardlock. So I reset, tried to delete from editor, as soon as I tried, same thing.
So I went into windows explorer and just deleted it from windows rather than through the editor and that solved the issue.
Thankfully I have a backup that worked perfectly fine.

Unfortunately, it took from 9am this morning until 4:30pm to figure this out -_-
Today I was supposed to be working on a major feature of my game before the weekend, so people could play test it on Saturday, and the next 2 days I am working my day job so won’t have any time other than what’s left of today…and that just isn’t enough time :frowning:

2 Likes