UE crashes often when trying to compile blueprints

After upgrading to 4.8 i’ve had hard time trying to do anything with blueprints since my UE crashes really often.
Everytime i add custom event and try to compile its 50-50 if my UE crashes. Problem also occurs when trying to edit different events and compile afterwards.

I’m using a project that i first upgraded from 4.6 to 4.7 and now to 4.8.

When I migrate my blueprints to different project, problem will persist.

Any idea what causes this?

Crash report:

MachineId:D38B64374F4F6AD0865E739379653E2A
EpicAccountId:21db9f1ef3e3491e8fbf4198f9a417bf

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

"Assertion failed: IncrementalRegisterComponents(0) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Engine\Private\Actor.cpp] [Line: 3412]

KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_Engine!AActor::PostEditChangeProperty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\actoreditor.cpp:108]
UE4Editor_CoreUObject!UObject::PostEditChange() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\obj.cpp:286]
UE4Editor_UnrealEd!FBlueprintEditorUtils::PostEditChangeBlueprintActors() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:6972]
UE4Editor_Kismet!FBlueprintEditor::OnBlueprintChangedImpl() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditor.cpp:2949]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper cdecl(UBlueprint * ptr64)>::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(UBlueprint * ptr64)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Engine!TBaseMulticastDelegate::Broadcast() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1031]
UE4Editor_UnrealEd!FKismetEditorUtilities::RecompileBlueprintBytecode() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:933]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:543]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:780]
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 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::operator()<>() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [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::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!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4170]
UE4Editor_Slate!FEventRouter::Route >() [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]

Hey

Thank you for providing us with these . I’ve looked through and found a report that matches the provided, it’s referenced as: UE-18200. It’s currently marked as a major issue but it has not been corrected yet. If you wish to check up on this in the future, please simply refer to UE-18200 when replying to this thread and we will be more than happy to look into this for you.

What I would do in the meantime is try deleting your Intermediate, Saved and Config folders from your project folder. Reopen UE4 and see if that’s helped any at all, sometimes those settings need to be refreshed.

If you have any further questions, please let us know! Have a great day!

I have similar problem (crashing after clicking Compile with “IncrementalRegisterComponents” error in log). I just wanted to let know that deleting these folders helped in my case. Thanks!

Of course after deleting these folders you need to set up all project settings (default map, game mode, game instance, key bindings, etc.) again, because they reset to default.

PS. I’ve noticed that after removing these folders, my project folder size went from around 500 MB to 220 MB. Interesting :stuck_out_tongue:

I have about 20-50 crashes a day, many on compile.

I find that SAVING before hitting compile prevents the crash on compile 90% of the time. Also make sure EVERYTHING is saved before hitting Play to attempt to test anything. Those generally prevent crashing on compile.

Also dont have animation blue print open while working on other things for too long.