UE4 4.26.2 Crash Constantly when i right click in blueprint graph!

Hello There, i hope you guys are well.
my engine is crashing after few minutes that i spend in a blueprint graph, it occurs constantly (after a while) and it happens when i right click in Blueprint Graph (or grab a node Ex: Grab float to get a Multiply node)
it happens all the time (like 10-15 times in an hour)

help me please it driving me crazy…

here’s the crash log :

Unhandled Exception:
EXCEPTION_ACCESS_VIOLATION reading
address 0xffffffffffffffff

UE4Editor_CoreUObject!UField::GetOwnerClass()
[D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:161]
UE4Editor_BlueprintGraph!FMemberReference::FillSimpleMemberReference()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Classes\Engine\MemberReference.h:538]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::ConvertPropertyToPinType()
[D:\Build++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\EdGraphSchema_K2.cpp:3426]
UE4Editor_BlueprintGraph!UK2Node_CallFunction::CreatePinsForFunctionCall()
[D:\Build++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_CallFunction.cpp:1113]
UE4Editor_BlueprintGraph!UK2Node_CallFunction::AllocateDefaultPins()
[D:\Build++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_CallFunction.cpp:695]
UE4Editor_BlueprintGraph!BlueprintActionFilterImpl::HasMatchingPin()
[D:\Build++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionFilter.cpp:1239]
UE4Editor_BlueprintGraph!BlueprintActionFilterImpl::IsMissingMatchingPinParam()
[D:\Build++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionFilter.cpp:1528]
UE4Editor_BlueprintGraph!FBlueprintActionFilter::IsFilteredByThis()
[D:\Build++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionFilter.cpp:2083]
UE4Editor_BlueprintGraph!FBlueprintActionFilter::IsFiltered()
[D:\Build++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionFilter.cpp:2024]
UE4Editor_Kismet!FBlueprintActionMenuBuilderImpl::FMenuSectionDefinition::MakeMenuItems()
[D:\Build++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintActionMenuBuilder.cpp:411]
UE4Editor_Kismet!FBlueprintActionMenuBuilder::RebuildActionList()
[D:\Build++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintActionMenuBuilder.cpp:535]
UE4Editor_Kismet!FBlueprintActionMenuUtils::MakeContextMenu()
[D:\Build++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintActionMenuUtils.cpp:685]
UE4Editor_Kismet!SBlueprintActionMenu::CollectAllActions()
[D:\Build++UE4\Sync\Engine\Source\Editor\Kismet\Private\SBlueprintActionMenu.cpp:456]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SBlueprintActionMenu,0,void
__cdecl(FGraphActionListBuilderBase &),FDefaultDelegateUserPolicy>::ExecuteIfSafe()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307]
UE4Editor_GraphEditor!SGraphActionMenu::RefreshAllActions()
[D:\Build++UE4\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphActionMenu.cpp:442]
UE4Editor_GraphEditor!SGraphActionMenu::Construct()
[D:\Build++UE4\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphActionMenu.cpp:432]
UE4Editor_Kismet!TDecl<SGraphActionMenu,RequiredArgs::T0RequiredArgs>::operator<<=()
[D:\Build++UE4\Sync\Engine\Source\Runtime\SlateCore\Public\Widgets\DeclarativeSyntaxSupport.h:1122]
UE4Editor_Kismet!SBlueprintActionMenu::Construct()
[D:\Build++UE4\Sync\Engine\Source\Editor\Kismet\Private\SBlueprintActionMenu.cpp:264]
UE4Editor_Kismet!TDecl<SBlueprintActionMenu,RequiredArgs::T1RequiredArgs<TSharedRef<FBlueprintEditor,0>
&&> >::operator<<=()
[D:\Build++UE4\Sync\Engine\Source\Runtime\SlateCore\Public\Widgets\DeclarativeSyntaxSupport.h:1122]
UE4Editor_Kismet!FBlueprintEditor::OnCreateGraphActionMenu()
[D:\Build++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:3459]
UE4Editor_Kismet!UE4Tuple_Private::TTupleBase<TIntegerSequence >::ApplyAfter<FActionMenuContent
(__cdecl FBlueprintEditor::*const
&)(UEdGraph *,FVector2D const
&,TArray<UEdGraphPin
*,TSizedDefaultAllocator<32> > const &,bool,TDelegate<void __cd()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Templates\Tuple.h:299]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,FActionMenuContent
__cdecl(UEdGraph *,FVector2D const &,TArray<UEdGraphPin
*,TSizedDefaultAllocator<32> > const &,bool,TDelegate<void
__cdecl(void),FDefaultDelegateUserPolicy>),FDefaultDeleg()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UE4Editor_GraphEditor!SGraphEditorImpl::GraphEd_OnGetContextMenuFor()
[D:\Build++UE4\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphEditorImpl.cpp:1184]
UE4Editor_GraphEditor!UE4Tuple_Private::TTupleBase<TIntegerSequence >::ApplyAfter<FActionMenuContent
(__cdecl SGraphEditorImpl::*const
&)(FGraphContextMenuArguments const
&),SGraphEditorImpl *
&,FGraphContextMenuArguments const
&>()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Templates\Tuple.h:299]
UE4Editor_GraphEditor!TBaseSPMethodDelegateInstance<0,SGraphEditorImpl,0,FActionMenuContent
__cdecl(FGraphContextMenuArguments const
&),FDefaultDelegateUserPolicy>::Execute()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UE4Editor_GraphEditor!SGraphPanel::SummonContextMenu()
[D:\Build++UE4\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphPanel.cpp:1109]
UE4Editor_GraphEditor!FDragConnection::DroppedOnPanel()
[D:\Build++UE4\Sync\Engine\Source\Editor\GraphEditor\Private\DragConnection.cpp:300]
UE4Editor_GraphEditor!SGraphPanel::OnDrop()
[D:\Build++UE4\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphPanel.cpp:933]
UE4Editor_Slate!<lambda_e356e543718159020736727f05f9aa09>::operator()()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4870]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_e356e543718159020736727f05f9aa09>

() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:378]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4866]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5356]
UE4Editor_Slate!FSlateApplication::OnMouseUp()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5321]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage()
[D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2178]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage()
[D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2642]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage()
[D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1046]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc()
[D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:878]
user32 user32 InkObj atlthunk user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages()
[D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4748]
UE4Editor!GuardedMain()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper()
[D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain()
[D:\Build++UE4\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

i hate this community xD

OK… 5 Months later…

Did you try to reinstall the whole engine?

What is your project made with (yes… The title says 4.26… But just to make sure)?
UE5?
Or UE4 as title says?
Or UE4 converted to UE5?
Or UE4 migrated to UE5?

Is the problem occurring since Project Start? If not, what have you done last, before it began to make Problems?

What are your sys specs? Perhaps got memory leaks somewhere and the context browser breaks the point…

Finally an answer xD

thank you for asking

yes I did, it’s a problem my whole team facing (more than 10 people)
the project started and continued with 4.26

no, it happened about 6 months later after project creation

my spec is
Core i9 9900K
32GB Ram DDR4 3600
RTX 3070

it has something to do with blueprint database, etc… it’s still driving me crazy :slight_smile: