Editor crashes on opening blueprints

Hi,

I’ve followed the Twin Stick Shooter tutorial to completion, and begun playing around with some additional blueprints myself.

Yesterday I noticed that my EnemyAnimBP and EnemyCharacter blueprints were appearing strangely in the editor’s content browser, they both had a black thumbnail instead of the usual one for their class. Trying to open either file for editing would instantly crash the editor. Hitting play would do the same.

I deleted both blueprints and re-wrote them from scratch. Seemed to be working fine.

Today I notice that the same files once again have a black thumbnail, and the same crash occurs if I try to open them or play the project. I can’t really tell what is causing this since the game compiles and runs, until these BPs eventually get corrupted[?].

This seems to be the relevant bit from the logs:

[2015.09.02-16.37.38:957][593]LogWindows: === Critical error: ===
Assertion failed: NewMass > 0.f [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp] [Line: 3169] 



KERNELBASE.dll {0x00007ffd5c165bf8} + 0 bytes
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() {0x00007ffd43037c0f} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FOutputDevice::Logf__VA() {0x00007ffd42ef10b8} + 159 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FDebug::AssertFailed() {0x00007ffd42ec1e72} + 65 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!<lambda_f6f283f2303221b6e43f3d444b793ce5>::operator()() {0x00007ffd3b15aff3} + 101 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FPhysXSupport<1>::ExecuteOnPxRigidBodyReadWrite<<lambda_f6f283f2303221b6e43f3d444b793ce5> >() {0x00007ffd3b149a1b} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FBodyInstance::UpdateMassProperties() {0x00007ffd3b199335} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FBodyInstance::InitDynamicProperties_AssumesLocked() {0x00007ffd3b187838} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FInitBodiesHelper<0>::AddActorsToScene_PhysX_AssumesLocked() {0x00007ffd3b15db87} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FInitBodiesHelper<0>::InitBodies_PhysX() {0x00007ffd3b18664f} + 47 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FBodyInstance::InitBody() {0x00007ffd3b186dee} + 9 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() {0x00007ffd3a8c73d7} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Persona.dll!FAnimationViewportClient::SetPreviewMeshComponent() {0x00007ffd2e9abbb7} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Persona.dll!SAnimationEditorViewportTabBody::SetPreviewComponent() {0x00007ffd2eaa231d} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Persona.dll!FPersona::SetViewport() {0x00007ffd2e9ac8b3} + 132 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Persona.dll!FPreviewViewportSummoner::CreateTabBody() {0x00007ffd2ecccd47} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Kismet.dll!FWorkflowTabFactory::SpawnTab() {0x00007ffd36ee6dac} + 11 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Kismet.dll!FWorkflowCentricApplication::CreatePanelTab() {0x00007ffd36e98bc3} + 118 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Kismet.dll!TMemberFunctionCaller<FWorkflowCentricApplication,TSharedRef<SDockTab,0> (__cdecl FWorkflowCentricApplication::*)(FSpawnTabArgs const & __ptr64,TSharedPtr<FWorkflowTabFactory,0>) __ptr64>::operator()<FSpawnTabArgs const & __ptr64,TSharedPtr<FWorkflowTabFactory,0> const & __ptr64>() {0x00007ffd36e3e4d3} + 45 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Kismet.dll!TTupleImpl<TIntegerSequence<0>,TSharedPtr<FWorkflowTabFactory,0> >::ApplyAfter_ExplicitReturnType<TSharedRef<SDockTab,0>,TMemberFunctionCaller<FWorkflowCentricApplication,TSharedRef<SDockTab,0> (__cdecl FWorkflowCentricApplication::*)(FSpawnTabArgs const & __ptr64,TSharedPtr<FWorkflowTabFactory,0>) __ptr64>,FSpawnTabArgs const & __ptr64>() {0x00007ffd36e3f895} + 25 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Kismet.dll!TBaseRawMethodDelegateInstance<0,FWorkflowCentricApplication,TSharedRef<SDockTab,0> __cdecl(FSpawnTabArgs const & __ptr64),TSharedPtr<FWorkflowTabFactory,0> >::Execute() {0x00007ffd36e9c8a4} + 46 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!TBaseDelegate<TSharedRef<SDockTab,0>,FSpawnTabArgs const & __ptr64>::Execute() {0x00007ffd39cf298a} + 6 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FTabManager::SpawnTab() {0x00007ffd39d52f71} + 162 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FTabManager::RestoreArea_Helper() {0x00007ffd39d4a541} + 19 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FTabManager::RestoreSplitterContent() {0x00007ffd39d4bf50} + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FTabManager::RestoreArea_Helper() {0x00007ffd39d4b6d1} + 33 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FTabManager::RestoreSplitterContent() {0x00007ffd39d4bf50} + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FTabManager::RestoreArea_Helper() {0x00007ffd39d4b6d1} + 33 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FTabManager::RestoreSplitterContent() {0x00007ffd39d4bf50} + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FTabManager::RestoreArea_Helper() {0x00007ffd39d4b4e2} + 98 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FTabManager::RestoreArea() {0x00007ffd39d4a1c8} + 49 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FTabManager::RestoreFrom() {0x00007ffd39d4bbbd} + 27 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!SStandaloneAssetEditorToolkitHost::RestoreFromLayout() {0x00007ffd38e14dbc} + 134 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!FAssetEditorToolkit::RestoreFromLayout() {0x00007ffd38e14b15} + 14 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Kismet.dll!FWorkflowCentricApplication::SetCurrentMode() {0x00007ffd36ee5088} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Kismet.dll!FBlueprintEditor::SetCurrentMode() {0x00007ffd36b9b119} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Persona.dll!FPersona::InitPersona() {0x00007ffd2e969c98} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Persona.dll!FPersonaModule::CreatePersona() {0x00007ffd2e927c1d} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-AssetTools.dll!FAssetTypeActions_AnimBlueprint::OpenAssetEditor() {0x00007ffd30c12fd5} + 40 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!FAssetEditorManager::OpenEditorForAsset() {0x00007ffd38e0c68f} + 204 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-AssetTools.dll!FAssetTypeActions_Base::AssetsActivated() {0x00007ffd30bac2ca} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!SContentBrowser::OnAssetsActivated() {0x00007ffd2f851b67} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() {0x00007ffd2f7c12d7} + 38 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() {0x00007ffd2f7cd117} + 14 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!SAssetView::OnListMouseButtonDoubleClick() {0x00007ffd2f85e40a} + 42 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl(TSharedPtr<FAssetViewItem,0>)>::Execute() {0x00007ffd2f7bfe31} + 52 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() {0x00007ffd2f7cc33a} + 37 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() {0x00007ffd2f7c95b6} + 38 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() {0x00007ffd2f876f9f} + 41 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-ContentBrowser.dll!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() {0x00007ffd2f85e68f} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!<lambda_58ede244782f1e594383d45514e1d7c8>::operator()() {0x00007ffd39cc41fe} + 9 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_58ede244782f1e594383d45514e1d7c8> >() {0x00007ffd39c7c4ad} + 21 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonDoubleClickEvent() {0x00007ffd39d37b43} + 96 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Slate.dll!FSlateApplication::OnMouseDoubleClick() {0x00007ffd39d25439} + 19 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage() {0x00007ffd4302d61d} + 32 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FWindowsApplication::DeferMessage() {0x00007ffd430149d1} + 74 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FWindowsApplication::ProcessMessage() {0x00007ffd4302edc3} + 44 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FWindowsApplication::AppWndProc() {0x00007ffd4300e5ba} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
USER32.dll {0x00007ffd5cb82434} + 0 bytes
USER32.dll {0x00007ffd5cb82297} + 0 bytes
UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages() {0x00007ffd43030186} + 48 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!FEngineLoop::Tick() {0x00007ff6a6923c7a} + 8 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!GuardedMain() {0x00007ff6a69149cc} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!GuardedMainWrapper() {0x00007ff6a6914a4a} + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!WinMain() {0x00007ff6a69265c9} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!__tmainCRTStartup() {0x00007ff6a69275d9} + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL {0x00007ffd5c3116ad} + 0 bytes
ntdll.dll {0x00007ffd5eb034a5} + 0 bytes
ntdll.dll {0x00007ffd5eb034a5} + 0 bytes

Help narrowing down the problem/resolving this would be appreciated, it isn’t fun re-writing the same blueprints every day…

Edit: Also, looking at that log line:

[2015.09.02-16.37.38:957][593]LogWindows: === Critical error: ===
Assertion failed: NewMass > 0.f [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp] [Line: 3169]

That path to BodyInstance,cpp is wrong: the proper path would be D:\Epic Games\4.8\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp, I have no idea where it is getting D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8 from.

I’ve managed to workaround this for the moment by copying the affected blueprints to another folder, deleting the blueprints in the editor, restarting the editor, copying the blueprints back in. At which point I have to redo whatever references there were to these BPs to get everything running again.

Still would rather find the actual cause and resolve it rather than having to do this every time.

Update: The corrupt blueprints issue doesn’t seem to be happening anymore [yay] but the editor is still crashing a lot [3-4 times per hour], this time not for any reproducable reason that I can figure out, but at least it has an error message in the crash report:

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

"Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 304] 
'

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_Engine!UAnimInstance::InitializeAnimation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animinstance.cpp:256]
UE4Editor_Engine!USkeletalMeshComponent::InitializeAnimScriptInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:284]
UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:266]
UE4Editor_UnrealEd!FAnimBlueprintThumbnailScene::SetAnimBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\thumbnailhelpers.cpp:871]
UE4Editor_UnrealEd!UAnimBlueprintThumbnailRenderer::Draw() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\thumbnailrendering\animblueprintthumbnailrenderer.cpp:26]
UE4Editor_UnrealEd!ThumbnailTools::RenderThumbnail() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\objecttools.cpp:3642]
UE4Editor_UnrealEd!FAssetThumbnailPool::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\assetthumbnail.cpp:967]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1111]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
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]

Can you provide a copy of the callstack that includes your Machine ID so we can compare your crash against others on our Crash Reporter page? Also, is the editor crashing frequently with every project, or just the project you were previously having issues with the Blueprints? Also, this is reported as happening in 4.8… Have you tried installing and running 4.9?

Thanks for the reply .

  • My Machine ID is 30C2AF304F7077D40874D398B984F867
  • I’m currently on the same project I was having Blueprint issues with earlier.
  • I haven’t tried on 4.9 yet, currently running on 4.8.2

I saw a number of posts about crashes caused by duplicate assets, and since I was using both the assets needed by the Twin Stick Shooter tutorial (available here) and the Animation Starter Pack, I thought it might be caused by having duplicate meshes and animations with the same names. So I went through the project and deleted all the tutorial assets, replacing them with the Animation Starter Pack equivalents. Unfortunately while that might have reduced the frequency of the crashes, they’re still happening. At least my hit-Save-with-every-new-node instinct has improved.

I’ll give it a shot on a new project running 4.9 after the weekend and update if that resolves it.

Here’s the latest crash report [with my EpicAccountId blanked out]

MachineId:30C2AF304F7077D40874D398B984F867
EpicAccountId:

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

"Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 304] 
'

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_Engine!UAnimInstance::InitializeAnimation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animinstance.cpp:256]
UE4Editor_Engine!USkeletalMeshComponent::InitializeAnimScriptInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:284]
UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:266]
UE4Editor_Engine!USkeletalMeshComponent::OnRegister() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:216]
UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:1011]
UE4Editor_Engine!UActorComponent::RegisterComponentWithWorld() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:804]
UE4Editor_Engine!FPreviewScene::AddComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\previewscene.cpp:97]
UE4Editor_UnrealEd!FBlueprintThumbnailScene::GetPooledVisualizableComponents() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\thumbnailhelpers.cpp:1357]
UE4Editor_UnrealEd!FClassActorThumbnailScene::SetObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\thumbnailhelpers.cpp:958]
UE4Editor_UnrealEd!UBlueprintThumbnailRenderer::Draw() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\thumbnailrendering\blueprintthumbnailrenderer.cpp:97]
UE4Editor_UnrealEd!ThumbnailTools::RenderThumbnail() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\objecttools.cpp:3642]
UE4Editor_UnrealEd!FAssetThumbnailPool::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\assetthumbnail.cpp:967]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1111]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
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 ctrl_vic,

In your update you wrote: "The corrupt blueprints issue doesn’t seem to be happening anymore …but the editor is still crashing a lot "

However, looking at 6 of the last 8 crashes reported from your machine, the error occurs in the exact same place and references the EnemyAnimBP [Line304] which is consistent with the callstack you have pasted above:

 [Line: 304] 'EnemyAnimBP_C_375' is of class 'EnemyAnimBP_C' however property 'StructProperty_332' belongs to class 'TRASHCLASS_CharacterAnimBP_211'
 
 [Line: 304] 'EnemyAnimBP_C_362' is of class 'EnemyAnimBP_C' however property 'StructProperty_327' belongs to class 'TRASHCLASS_CharacterAnimBP_194'
 
 [Line: 304] 'EnemyAnimBP_C_12' is of class 'EnemyAnimBP_C' however property 'StructProperty_336' belongs to class 'TRASHCLASS_CharacterAnimBP_227'
 
 [Line: 304] 'EnemyAnimBP_C_166' is of class 'EnemyAnimBP_C' however property 'StructProperty_327' belongs to class 'TRASHCLASS_CharacterAnimBP_178'
 
 [Line: 304] 'EnemyAnimBP_C_0' is of class 'EnemyAnimBP_C' however property 'StructProperty_1580' belongs to class 'TRASHCLASS_CharacterAnimBP_409'
 
 [Line: 304] 'EnemyAnimBP_C_16' is of class 'EnemyAnimBP_C' however property 'StructProperty_355' belongs to class 'TRASHCLASS_CharacterAnimBP_176'

Therefore, I recommend deleting this file and anything derived from this file and recreating from scratch. Can you provide any information on why these messages are refencing “TRASHCLASS_CharacterAnimBP_etc?” Did you deviate from the tutorial in any way?