Crash on blueprint compile

Here’s a pastebin of my error.

EDIT: I was able to circumvent the issue and have a rough idea of what was causing it. The logic I was using to prevent team damage with grenades was causing it, I think the instigator the radial damage was not properly set and trying to cast it/perform other operations with it may have been causing the crash. I’m really paranoid but at least I’m not seeing any signs of corruption or anything strange.

Original post:

I was having crash-on-launch issues yesterday which I figured were related to my playercontroller or character. I was able to launch the project by using backups from the day before that. I reimplemented most of the same programming but it seems like I’ve caused the same bug. Initially I thought it was related to a foreachloopwithbreak but I changed the blueprint which was using it to use a normal foreach loop and at some point I got back to having crashes on startup again.

Not sure what I did honestly, I’m getting really frustrated by this. The error refers to some file path which isn’t on my computer as far as I understand so I don’t get what I should even be doing. This happens every time I try to compile my playercontroller. Let me know what information would help solve this.

It seems like I had the same error as this guy. I am considering starting over on a project I’ve been working on for two months over this which is seriously saddening me to think about. I don’t know what I specifically did wrong or if my files have become corrupted or something else.

I know it’s not much of a consolation but I’ve had a serious game-breaking issue similar to this. Editing a blueprint to reflect new changes in the codebase caused it to crash on compile. Sad part is, this blueprint was also loaded by the default map, so loading the game up in Unreal caused an insta-crash. Thankfully I was able to pull down the most recent and working file from my git repository, open it, and move the code to another blueprint where I made the previously crash-causing changes. Don’t ask me what the difference was, because there wasn’t one as far as I could tell, but after doing so, it compiled just fine.

I’ve had MANY issues exactly like this, so I’m to the point where I do nightly stability-checks and commits, just in case I need to recover from a fault like this one.

Unreal is an amazing but VERY fickle beast at times. There have been many instances where I almost lost my nerve and shifted things back to Unity just for the stability even at the cost of losing probably 5 months of work. But that price tag prevents it. Just make backups on a VERY consistent basis and proceed with caution, even during the most trivial of code.

Code and content (BluePrint) dependencies are difficult to handle, this is because your BP is serialized and the code size of the native part is important.

If you remove a SubObject from your native class all BPs that inherit from it will fail to load, this can be fixed by using an ActiveClassRedirect that redirects the reference to the deleted SubOject to an empty refernce:

+ActiveClassRedirects=(OldClassName="ComponentType",OldSubobjName="ComponentNameWithinYourClass",NewSubobjName="")

Switching between engine version can produce the same effect and you should resave your entire project once you moved to a new version (the resave commandlet does this). It is a good idea to not step over a given version to ensure that the redirects are correct and the resave operation will not break your content.