Unreal 5.2.1 crashes on every compiler error

I’ve been working on blueprints and every time I try to run, if I get an error Unreal will crash. It will show me that there is an error and show the window for me to play in editor or go to the window where there is the compile error.

If I click on any of the buttons, Unreal just kind of crashes. Unreal will stay open, but is completely unresponsive. When I attempt to end it in task manager, the app doesn’t even show there anymore. I also cannot reopen it because it “can’t be checked out”. The only solution is for me to restart my computer for me to reopen my project.

If I attempt to compile before running, everything will be fine, I can see the errors and still work as needed. This only happens when I attempt to run before compiling.

Any ideas?

Hey there @duck07747! Welcome to the community! The intended effect, is the engine should stop the launch and tell you to fix compile errors (if fatal) before continuing. Could I see an example of what error is causing the lockup?

hi the intended effect would be the engine to show me where the error is, or play the game, ignoring the error.

the error here is that target self is invalid and it needs an object.

when clicking thirdpersonmap or “playineditor” the entire app freezes and i’m unable to close or click anything. if i attempt to close the app, it disappears from task manager. ending process from task manager before the process disappears does work.

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Can you please post a video so I/we can see EXACTLY what is going on?

so i actually got a perfect recording. it usually freezes a lot, but this time i had one success on how it should behave and one freeze

i cannot upload attachments, but i’ve uploaded it somewhere. not sure how long it will last here though:

also just to note, i created the same error 2 different methods, one with the mouse button and one without. it doesn’t really matter, as i’ve had it freeze/non freeze on both occasions. the only thing that seems to reliably not freeze, is if i compile first, before hitting play.

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VERY Helpful.

Okay, so BP_Ball =/= (BP)_ThirdPersonMap. You need to reference it first.

So:

Where you use the GETACTOROFCLASS node, save as a variable, and then hook that variable into the TARGET pin of the LAUNCH_BALL function.

The other issue, give me a second to take a look at.

EDIT:

Okay, the other issue, I would migrate the entire project into an empty project and see if the issue persists.

i am more wondering more about the freezing issue, but was planning on figuring out the solution on the compilation error as well. your explanation actually helps a LOT, thanks! it makes sense since that’s how it’d work in code normally, i just couldn’t find the proper blueprint nodes. i will probably switch to coding later on as that’s more what i’m used to, but want to give blueprints a shot

this is actually probably the 2nd or 3rd project i’ve had the freezing issue, but one of my first projects hasn’t had the issue.

Got it. But I still suggest migrating it. This will let you know, for sure, if it is a:

  1. Hardware issue
  2. Engine issue
  3. Coding issue

After a bit of research, this actually looks like it could be related to a compiler error bug that was reported in 5.2 and fixed by 5.3. Does this problem persist in new projects or in 5.3? Also since you mentioned it was reporting as unable to be checked out, what source control are you using for this project?

i wasn’t able to replicate the error in 5.3, but i only tested a few times. so far only one of 4 projects has not had the error.

the interesting thing is to my knowledge i have no source control. idk if unreal has some base source control i’m unaware of, but i haven’t set up a source control for these projects, as i’m just testing waters.

It’s a tough issue to work with since I haven’t been able to reproduce the error on my side. It could be tripping over finding the issue, but when that occurs it should happen to every project regardless and the fix would be reinstallation, though that doesn’t seem the case. If you hadn’t set up source control, Unreal has no form of it built in. There is a check in/check out system for assets but I believe it’s only invoked during multi user editing or source control revision protection, so that shouldn’t be the cause.