Editor crashes on Event Dispatcher call

I’m trying to activate an event in my character blueprint from the level blueprint using an event dispatcher. After a short delay it should disable character movement, then re-enable it after another delay. The editor instantly crashes after the first delay, every time.

Here is the log: http://pastebin.com/iqKNpqDE

Hey TychoVII,

Sorry for the delay in response to this crash report! We were able to reproduce the case you have presented here and have filed a defect report to have this crash fixed.

We also wanted to let you know that the case that are you are using isn’t the correct implementation for calling your event dispatchers for your Character that is in use for the level. The setup you are using has a custom variable that points to your Character class blueprint, but that is not the instanced version of the Character blueprint that is in use when you are playing in the level.

Here is the setup you would want to use in your Level Blueprint:

Here, what is happening is that you call the Player Character that is in use by the Level (which is controlled by the Level’s Game Mode) which you then Cast to your custom player character that has the event dispatchers setup (the normal Get Player Character can’t access your event dispatchers by itself). Once you Cast to that character, you can drag off the As YourPlayerCharacter_C return value of that node and locate the Calls for your Character’s events.

Hope this helps out! If you have any questions about this setup, please let us know.

Thanks!

-Steve

Thankyou Steve! You rock!