Can't open some maps in 4.7 Preview 5

Well, I don’t know what’s really going on, some maps just aren’t opening and keep coming up with this error: Zip2
They were working fine in Preview 4 (except for my map that had Instanced Foliage), but now maps: Intro, World, Test, and ImageMap are not opening, exception to these are my Menu map, Movie map and my Castle map that is a streamed level in World map (other streamed level I have,Village, however, does crash), some of these do not have BPs while others do, Castle does have BP’s and ImageMap might, so this may not be reason for error, but its a start since Error Log comes up with Template as Crash Reason.

Hey gmc,

I’m not certain what’s causing this crash, so I’ve created a bug report and attached crash logs and project (UE-9114). I’ll let you know as soon as I see an update.

So, I have some more information about this bug, I tried to open MixamoCharacter_Master BP and editor crashed with same error (This is also true for all of its child BPs). I also tried to open my custom character BP I made for NPCs and it too crashed, however, default character BP (MyCharacter) does not crash.

If you remove Mixamo content from project, are you able to open these maps without crashing?

Ok, deleting Both Mixamo And my separate NPC BP (just a plain Character BP) worked for all of my maps, but my World map.

Cool. I’ve added that information to bug report. I would suggest trying to reimport that content and recreating BPs. Most likely they were corrupted at some point, but I’ll let you know when I see what devs say.

OK, I have even more info! I tried to open my HUD Widget BP that is directly influenced by Mixamo and NPC BPs just to check if it was also corrupted, and sure enough, it crashed editor with same error! Deleting this let me load my World map, so now we have 3 culprits for error!

Hi gmc,

Looks like you have some cyclic dependencies amungst your blueprints. With 4.7, we’ve made a concentrated effort to reorder loading such that it avoids issues like this.

As you can imagine, coming up with every cyclic Blueprint scenario is tough and it looks like you have one that we haven’t seen before. Is there anyway that you can up your project so we can debug scenario you’re in?

I think told me he already had project from you, I’m getting it from him right now as we speak. I don’t know how old version he has is (and if you had made any significant changes since). I’ll let you know if I hit your problem with what he has given me.

Will do! It is going to take a while to upload my entire project, however, unless you only need Content folder or something.

Hey gmc,

I’ve given Mike copy I already had, so you don’t need to worry about it. Thanks, though!

O ok! If you do need a newer version just tell me, but I think that one should be fine!

Good news!

I already fixed this issue this morning. commit can be seen here: https://github.com/EpicGames/UnrealEngine/commit/866f9150ec9b8e8ae2dd26d1805f6c68b6dfca1a

With this change, I was able to load up MixamoCharacter_Master BP right away (without crashing), and without any compiler errors. I was also able to run Play-In-Editor.

Like I mentioned earlier, we’ve been trying to squash all cyclic dependency Blueprint bugs with 4.7. Thanks to users like you (who are trying out preview builds, and reporting issues back to us) this is looking more like a reality. There were a couple holes that we missed in initial implementation, but projects like yours have helped us find those issues.

My guess is that you have a web of interdependent Blueprints, one (or more) of which are UMG Blueprint assets (hole we failed to fixed, and fix I submitted today was aimed at UMG Blueprints). It seems to be working now, but keep in mind more intertwined your blueprints are longer it will be to iterate with them (they have to all load and refresh each other).

Hope this wasn’t to much of a headache, and thank you so much for checking out preview build (you saved us on a possibly embarrassing crash bug).