Technical problem in regard to only blueprints

Hello,

I am currently working on my project by only using blueprints.

(Almost ready for shipping)

However, this seems to cause unknown problems for some reason.

When I play my game on mobile preview, it crashes while normal PIE is fine.

I found out that when I remove certain children of an actor, it works, but those actors are of primary

importance which I can’t delete.

So, I decided to remake the master actor and its children, then deployed on the level, but still I receive errors.

Here is the log:

LoginId:81f220384b77c8865fd874913faef7bc
EpicAccountId:07658999591b455ebd50e0f85efa7318

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!FScriptSet::FindIndex() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\containers\set.h:1449]
UE4Editor_Engine!FScriptMap::FindPairIndex() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\containers\map.h:1376]
UE4Editor_Engine!FScriptMap::FindValue() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\containers\map.h:1394]
UE4Editor_Engine!UBlueprintMapLibrary::GenericMap_Find() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\blueprintmaplibrary.cpp:29]
UE4Editor_Engine!UBlueprintMapLibrary::execMap_Contains() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\classes\kismet\blueprintmaplibrary.h:291]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4542]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:732]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2167]
UE4Editor_CoreUObject!UObject::execLetBool() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2069]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2167]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4542]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1314]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\actor.cpp:693]
UE4Editor_Engine!AActor::BeginPlay() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\actor.cpp:3192]
UE4Editor_Engine!AActor::DispatchBeginPlay() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\actor.cpp:3160]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:187]
UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\gamestatebase.cpp:177]
UE4Editor_Engine!UWorld::BeginPlay() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\world.cpp:3505]
UE4Editor_Engine!UEngine::LoadMap() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:10679]
UE4Editor_Engine!UEngine::Browse() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:9948]
UE4Editor_Engine!UGameInstance::StartGameInstance() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:438]
UE4Editor!FEngineLoop::Init() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2726]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:153]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

I do not know what to do since this game has been made for almost a year,

then engine crashes.

Kinoo1,

It’s impossible to know what is going wrong from the log as it’s a standard access violation. Many things could cause this error. My suggestion for you is to start from the stable version without the child blueprints and add them one by one until you identify the culprit. Once you do identify, create a new blueprint that replicates what that child blueprint should do OR debug the original one all the way, logging each step so you find what is causing the error within the blueprint.

It’s important to preview your game on mobile along the way, not only when you are close to shipping. The mobile hardware is very different from your PC and PIE won’t give you good visibility of what the game is actually going to look like, particularly regarding performance.

Also, if you game is close to shipping you shouldn’t be working on 4.18, which has been out not long ago. I’d recommend keeping at least one version behind.

Hope this helps.

I deleted certain function from the master actor and it works! thanks you!