Standalone game crashes cause of ResolveReferencesToPin

Hi!

If i compile or try to run as standalone game, client will crash with exception of .

> handled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000011e0

UE4Editor_Engine!UEdGraphPin::ResolveReferencesToPin() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp:1750]
UE4Editor_Engine!UEdGraphPin::Serialize() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp:1694]
UE4Editor_Engine!UEdGraphPin::SerializePin() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp:2008]
UE4Editor_Engine!UEdGraphPin::SerializePinArray() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp:1811]
UE4Editor_BlueprintGraph!UK2Node::Serialize() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node.cpp:105]
UE4Editor_BlueprintGraph!UK2Node_CallFunction::Serialize() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_CallFunction.cpp:2127]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3820]
UE4Editor_CoreUObject!EndLoad() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1555]
UE4Editor_CoreUObject!::operator()() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1231]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1332]
UE4Editor_CoreUObject!LoadPackage() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1427]
UE4Editor_CoreUObject!ResolveName() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:767]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:829]
UE4Editor_CoreUObject!StaticLoadObject() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:904]
UE4Editor_Engine!UGameEngine::Init() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1072]
UE4Editor!FEngineLoop::Init() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3991]
UE4Editor!GuardedMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:155]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

but nowhere in this exception or crash report it gives any indication to blueprint, which may be broken, therefore i’m lost, how i should debug it.

Edit: Got an idea how to debug it…
attaching breakpoint through visual studio and running Assets validation, it will run into breakpoint and then can see which File triggers it.