Recompile blueprint with error lead to crash

- YouTube This video shows how it crashed. It will not crush if BP doesn’t have error. Sometimes it is crashing on second recompile attempt, sometime on sixth, but it will always end with crash, later or sooner. Was unable to reproduce this in clear BP, but the more functions in BP, the sooner it will crash. Windows crash reporter complains about error in APEX_DestructiblePROFILE_x64.dll but I don’t have any apex destructibles in my project. Was experimenting with this bug and sometimes UE Crashreporter complains about “FMemoryWriter does not support data larger than 2GB”, sometimes not!

Dump and Log

MachineId:CA84AB0D453477E37EB3118B7916C737
EpicAccountId:5ae353c0ea60454aad14a3295aaf379c

Access violation - code c0000005 (first/second chance not available)

""

UE4Editor_CoreUObject!FGenericPlatformStricmp::CompatibleCharTypesStricmp<wchar_t,wchar_t>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\genericplatform\genericplatformstricmp.h:44]
UE4Editor_CoreUObject!TProperty_WithEqualityAndSerializer<FString,UProperty>::Identical() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\public\uobject\unrealtype.h:1020]
UE4Editor_CoreUObject!UStruct::SerializeTaggedProperties() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\class.cpp:1298]
UE4Editor_CoreUObject!UObject::SerializeScriptProperties() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\obj.cpp:985]
UE4Editor_CoreUObject!UObject::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\obj.cpp:927]
UE4Editor_Engine!UEngine::CopyPropertiesForUnrelatedObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\unrealengine.cpp:10520]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3545]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:99]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:168]
UE4Editor_UnrealEd!FKismetEditorUtilities::RecompileBlueprintBytecode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:920]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:543]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:200]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:739]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditor.cpp:3016]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:75]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:296]
UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:225]
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4170]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:212]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4173]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4133]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1406]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1711]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2323]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Hi Zedokus,

I haven’t been able to reproduce this on my end. I attempted to reproduce this as closely to your video as possible however while I did get an error, I did not get a crash. Can you list step by step what you did when this crash occurs? Does it occur in a clean, blank project with no additional content or is it limited to one project in particular? Do you have a copy of the asset in your level viewport or does this occur without any copies of the blueprint in your scene?

Steps was load project, and do what video shows.Spamming “compile” is important to reproduce crash. This project was build from blank project without starter content. There were no copies of BP in viewport.

I have deleted all other functions and variables from this BP and was unable to reproduce crash.

Ok so this is no longer occurring for you? I’m going to leave this up for a few days to see if I can reproduce it or if you end up getting additional information that will help me to reproduce it.

Hi Zedokus,

We have not heard from you in several days. I am marking this thread as answered for tracking purposes. If you are still experiencing this error, please comment back with the requested information.