[4.6.1] Engine crashes on PIE after changing Default or Blueprint settings

It’s really strange. It will work fine from a fresh opening/save, but it will crash if you click “Play” after changing a setting, (The jump height in the MyCharacter Blueprint for example).

If you save the setting before the inevitable crash on PIE, the setting will be saved and it will Play OK after the crash with the new settings. It’s simply after any change it’ll crash on PIE.

I don’t expect you to be able to replicate it in house without them, so there’s a link to the project files here:

REMOVED LINK AS PER REQUEST

Here’s the Crash info too:

MachineId:DEDEC7004208840EE5F238B1CE92D4CE
EpicAccountId:544aa2b961644198bbde663ad21849e5

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

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Runtime\CoreUObject\Private\UObject\WeakObjectPtr.cpp] [Line: 78]
[Index:1811939328] exceeds maximum number of UObjects, [Block:110592] increase MAX_SERIAL_NUMB

KERNELBASE + 37901 bytes
UE4Editor_Core + 3092349 bytes
UE4Editor_Core + 1597391 bytes
UE4Editor_CoreUObject + 1670333 bytes
UE4Editor_CoreUObject + 1674729 bytes
UE4Editor_CoreUObject + 1661873 bytes
UE4Editor_CoreUObject + 1556281 bytes
UE4Editor_CoreUObject + 689886 bytes
UE4Editor_CoreUObject + 1555953 bytes
UE4Editor_CoreUObject + 689886 bytes
UE4Editor_CoreUObject + 1157578 bytes
UE4Editor_CoreUObject + 1149510 bytes
UE4Editor_UnrealEd + 9739282 bytes
UE4Editor_UnrealEd + 10074675 bytes
UE4Editor_UnrealEd + 10045544 bytes
UE4Editor_UnrealEd + 9881715 bytes
UE4Editor_UnrealEd + 4557402 bytes
UE4Editor_UnrealEd + 4660963 bytes
UE4Editor_UnrealEd + 1801811 bytes
UE4Editor_UnrealEd + 6686342 bytes
UE4Editor!FEngineLoop::Tick() + 3876 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2214]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hello Testosteroxin,

Thanks for all of the information that you have given. I have downloaded the project file from your dropbox link and was wondering if you would like me to remove the link from your post while I look over the issue?

Hello Testosteroxin,

After looking over your project I found that deleting the saved file will keep it from crashing on my end. I deleted the saved file and then launched the project. After doing this once I was able to launch the project and run in the editor with no issues. Please let me know if this is a viable workaround for you.

Make it a great day

We tried that but it’s only a temporary solution, just like verifying the engine.

We also found that some variables that were public in 4.5 are now private in 4.6 but there’s no way to tell which blueprints have been affected by this.

Hello Testosteroxin,

I realized after you messaged me back that I needed to be on a map other than the main menu to cause the crash to happen. I just happened to have had another map open when testing the first time and so it seemed like a more permanent solution when I opened it back up and tried to crash the project again with the main menu level open. However, after I did a bit more digging and tried updating the project to a newer build. It appears that this issue has been fixed in a later build of the engine.