Possible BP Crash Bug Trend

It seems whenever I disconnect some of my bp nodes and those contain certain calls, that editor will always crash when I try to compile it. I can’t confirm fully what causes it but I think it has to do with nodes like “get all actors of class” piped to a “cast to…” node. With that disconnected from rest of bp and not told to ran, I think something goes wrong in compile.

Not a huge deal for me yet, but sometimes I like to keep temporary pieces of code (“commented out”) disconnected for experimental purposes or reminders or I keep them around until I figure out a better method.

There MIGHT also be a crash related to copy/paste of blueprint nodes that also contain functions reliant on proper casting before they’ll read. This would be copy/paste between two completely separate bps. I’ve found if I just remake nodes, crash goes away in a lot of these cases but sometimes it’s hard to track down which one has a broken connection since there’s no errors.

Hi Hitpawz,

I wasn’t able to reproduce this in 4.7.2. Which version of engine are you using? Does it happen in a new project, or only your current project? Does it only happen in certain Blueprints, or in any (that you’ve tested)?

Please and attach project logs after this crash occurs. If you’re able to reproduce it consistently with a test project, I could take a look at that if you upload it somewhere and give me a download link. Any other details or step-by-step instructions to help us reproduce it would be great. Thanks!

Thanks ,

I’ll keep investigating and see if I can’t track down any more insight into what’s causing it. I do have a particular blueprint that seems more prone to crash than others. I’ll start there.

If I find anything out I will make blueprint available. It’s just a day/night cycle but it also controls some AI spawners. I’ll upload my next crash log as soon as it happens.

It’s happening on just this one blueprint. Here’s log. I’ll make blueprint itself available, but all I’m doing is hitting compile, even without changing anything.

link text

If you drop Blueprint in a new project, does same crash occur? This log itself isn’t much help, unfortunately. Would you mind zipping and attaching Blueprint, and letting me know what type of project to test it in or any other notes about reproducing it? You can PM me a download link on forums if you’d prefer.

Sorry , I know I’ve been slow to provide materials.

I did notice one thing. This is a day/night cycle blueprint that basically sets light colors, rotates them and updates skyphere and that’s really all it does. It tells gamemode if it’s day or night and other than that, there…WAS…nothing weird I found in it.

I JUST found a “newvar” that was set to type “Date Time” as I thought maybe I could match player’s actual time of day or something equally impractical. That variable was never used and since deleting it, I can’t reproduce crash at all.

I added it back and 2nd time I tried to compile…skadoosh!

https://www…com/watch?v=PuqcivVh340&feature=youtu.be

I don’t want to mark this as an answer until it’s confirmed by you or a few more people.

Hey Hitpawz,

Thanks for narrowing it down! I was able to reproduce this in 4.7.2 and our internal build. It looks like merely having a DateTime variable in a Blueprint will cause it to crash on compile. I have entered a bug report (UE-11523) and I’ll let you know when I see any update. Thanks!