Crashing while playing

Hello everyone,

Yesterday I duplicated the Blueprint of my player controlled ship (the duplicate was called BP_PlayerSubmarineVR_autopilot and the original BP_PlayerSubmarineVR2 ) and used it as the Player Pawn.
After some minutes I decided it would be a bad idea to start a second branch of this really huge Blueprint (It’s often casted in other BPs).

And so I deleted it again. I know the following sentence sounds stupid but I think there was some kind of warning message and I deleted it anyway…

Now today I have a big problem, when I start the project today in Standalone, it works fine for around 1-1.5 minutes and then crashing giving the following error message:

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: BlueprintObj->GeneratedClass [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Editor\UnrealEd\Private\Kismet2\Kismet2.cpp] [Line: 542]

Invalid generated class for BP_PlayerSubmarineVR_autopilot

Now my problem is: The blueprint does not exist anymore, only the original exists (BP_PlayerSubmarine_VR2).
I searched the folder and deleted a .uasset file that was in the saved folder in the project, also searched all text in all files in the project folder and there was NO reference to “BP_PlayerSubmarineVR_autopilot”

How can I find and finally delete the class / fix the error?

Hey Picster-

If you recreate the duplicate of the first blueprint (BP_PlayerSubmarineVR2) and give it the same name do you still receive the error message? Also, is there any blueprint or actor that is created during runtime that is referencing the deleted blueprint? After deleting the blueprint did you change the player pawn in World Settings back to the original blueprint?

Cheers

Hi Picster,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

I’m having this same issue - is there a way I can have this regenerated?

fyi I was using preview 4 of the new 4.7 release in preview

MachineId:59F7F2C0423E235E08D0C7892E6F9C04
UserName:andrew

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: BlueprintObj->GeneratedClass [File:D:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\Kismet2\Kismet2.cpp] [Line: 861] 
Invalid generated class for umg_hud

KERNELBASE + 24684 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\unrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
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UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_UnrealEd!FKismetEditorUtilities::RecompileBlueprintBytecode() + 237 bytes [d:\unrealengine\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:861]
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UE4Editor_CoreUObject!ULinkerLoad::VerifyImport() + 195 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1978]
UE4Editor_CoreUObject!ULinkerLoad::Verify() + 807 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1768]
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UE4Editor_CoreUObject!ULinkerLoad::Tick() + 336 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:634]
UE4Editor_CoreUObject!ULinkerLoad::CreateLinker() + 111 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:382]
UE4Editor_CoreUObject!GetPackageLinker() + 2546 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linker.cpp:668]
UE4Editor_CoreUObject!LoadPackageInternal() + 1567 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:833]
UE4Editor_CoreUObject!ULinkerLoad::VerifyImportInner() + 1194 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2213]
UE4Editor_CoreUObject!ULinkerLoad::VerifyImport() + 195 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1978]
UE4Editor_CoreUObject!ULinkerLoad::VerifyImportInner() + 2160 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2261]
UE4Editor_CoreUObject!ULinkerLoad::VerifyImport() + 195 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1978]
UE4Editor_CoreUObject!ULinkerLoad::VerifyImportInner() + 2160 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2261]
UE4Editor_CoreUObject!ULinkerLoad::VerifyImport() + 195 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1978]
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UE4Editor_CoreUObject!ULinkerLoad::FinalizeCreation() + 432 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1674]
UE4Editor_CoreUObject!ULinkerLoad::Tick() + 336 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:634]
UE4Editor_CoreUObject!ULinkerLoad::CreateLinker() + 111 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:382]
UE4Editor_CoreUObject!GetPackageLinker() + 2546 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linker.cpp:668]
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UE4Editor_CoreUObject!ULinkerLoad::VerifyImportInner() + 1194 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2213]
UE4Editor_CoreUObject!ULinkerLoad::VerifyImport() + 195 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1978]
UE4Editor_CoreUObject!ULinkerLoad::VerifyImportInner() + 2160 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2261]
UE4Editor_CoreUObject!ULinkerLoad::VerifyImport() + 195 bytes [d:\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1978]
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I dont think I deleted a blueprint

i did however convert my project to the preview branch - and since 4.7 preview 4 its not been able to load in any of the current previews - however if i move this widget out, start the project (it runs) then i can move it back to where it was and open it up on the editor

I’ve also deleted everything from this umg widget and it still wont load at start time in unreal 4.7 preview 7

Hey BPANDREW-

Did your crash also happen after deleting a blueprint? If so could you answer the questions I posted above or provide any additional info as far as what you were doing or had done prior to the crash?

Cheers

I think thats probably what it is if a completely blank module still causes a crash and I agree that is the next ideal testing step -

however I just clean tested my stable 4.6.1 branch with 4.7 preview 7 and there were errors (as well I get a hard crash if I attempt to compile my 4.7 preview 4 build in preview 7) so its pretty impossible to perform this test.

I’ll just revert back to 4.6.1 and wait until 4.7 final - I’m sorry for opening up this thread - I thought I was having the same situation as the original poster but this is something different

Thanks for the time you spent on this .

It may be that there is a bad reference to/in the current widget. If you move the widget out and then create a new widget with the same properties/setup are you able to then open the project with the new widget in place?