UE4 crashes opening blueprint with C++ component

Hi! Thanks for the reply

I’m trying to integrate Photon with UE4.
so

  • OperationResponse, EventData, and JString are Photon native C++ classes from Photon SDK
  • UPLGameInstance is derived from UGameInstance
  • FHandleOnStatusChangedDelegate is dynamic multicast delegate
    which would be subscribed by events in blueprint and that delegate will be called on HandleOnStatusChanged(int statusCode) override;.

The reason for this is so I can expose the functions to blueprint in case any of the functions is called

So yeah unfortunately some of them are not derived from the AActorComponent, but then again it is fine for the UPLPhotonBaseHandler.h, only cause problem with its children.

I’ll give the crash log later on