The level loads successfully (with some conditions), but when I try to open ANY blueprint (this is NOT a problem in one blueprint), the editor crashes.
Crash.7z (50.2 KB)
In the UE5.5.4 everything was good. @ClockworkOcean @Everynone, is this problem common or exclusively mine, and if first, how to fix this?
Its not a bad idea to always wait for the first hotfix, so that would be 5.6.1 now.
The .0 is really released so that everybody can find the showstoppers, like this.
Hello @ClockworkOcean! Thanks, I will wait some time, fortunately, I have a backup, but I doubt that this will solve all the problems.
Unfortunately, the issue has not been fixed, it is something deeper than just ârawâ engine version.
I have no idea whatâs going on in the crash.
Have you tried the standard ( but often useful ) step of looking at the size map of one of these blueprints? Iâm wondering if you have an asset chain here⌠( shot in the dark ).
@ClockworkOcean what means an âasset chainâ?
Itâs when one asset references another, and that one does the same, andâŚ
You can end up loading half the asset browser with a single blueprint.
Also, it can result in loops.
You can soon tell with âsize mapâ.
Of course, such assets as player (blueprint), player controller, game mode, are tightly entangled with the references, and this cannot be changed significantly since all the game logic relies on them. So, what do I have to do with these references?
Itâs only really worth doing, if the size map of your player ( or game instance / game mode / other common blueprints ) is huge. Like when you look at the map, you can see loads of other blueprints loaded in there that should not be there.
Any time you have a variable ( of a certain type ) or cast, youâre linking blueprints together. The way to separate them is basically interfaces.
It can be a lot of work, and itâs something thatâs good to know, but may not help your problem here at all ( I have to stress that ).
Have you also tried asking this question on somewhere like Unreal Slackers?
Unfortunately, Discord is forbidden in my country, I am not going to do the crime so I cannot ask this question there. So, you donât know the solution?
Iâm afraid I donât. I see others with what looks like a similar problem, but no solutionâŚ
I can try putting your log in there?
For anyone who will encounter this problem: the root of the evil was in these nodes:
In the selection between interfaces, combining an object that implements the interface and an empty pin causes the crash. If you instead select between the objects of the appropriate type and cast the selection result to the interface, no crash occurs:
I hope I helped someone.
Unfortunately, the solution did not work for me. Even more difficult: The engine crashed right on startup, when the loaded map contained a âfaultyâ blueprint or was even referencing the class of a âfaultyâ blueprint. To get the engine to not crash at startup, I set a empty world as the editor startup map before upgrading the project to the new engine version. Afterwards, you can open blueprints to find the culprit.
In my case, the crash was related to the âMake Arrayâ function with Blueprint Interface input nodes. This part crashed the engine (5.7):
Using an array variable and âAddâ fixed the crashes:
Hope this helps someone out!



