Crash on load 93% and REINST

Hello. In the beggining I want to say the UE4 version doesn’t matters as it was crashing before switching to this version sometimes too. I used Blueprint Scripting section because it is error caused by reading and compiling blueprint. The introduction: I’ve experienced very often bugs with own actor component (I’ve created HumanCombatComponent) - the engine after some modification of the component didn’t let me to compile blueprints that contained this component. After I clicked compile, it was usually going well but in about 35% it wasn’t - it crashed and in most cases it deleted my combat component from actors using it and broke pins from f.e. Animation Blueprint. I read very much about it on forums. I also noticed that some REINST appeared on HumanCombatComponent on my character. I’m sure I would experience it too today but the editor suddenly crashed on loading at 93% and keeps doing it. Log says about REINST too but now it points on other, unmodified from 'bout month blueprint - Simple Bow Class. Look at this log:

[2015.10.31-13.44.05:290][  0]Log file open, 10/31/15 14:44:05
[2015.10.31-13.44.05:290][  0]LogInit:Display: Running engine for game: Malakhai
[2015.10.31-13.44.05:290][  0]LogPlatformFile: Not using cached read wrapper
[2015.10.31-13.44.05:290][  0]LogInit:Display: RandInit(-24589902) SRandInit(-24589898).
[2015.10.31-13.44.05:290][  0]LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
[2015.10.31-13.44.05:290][  0]LogStats: Stats thread started at 0.095614
[2015.10.31-13.44.05:290][  0]LogInit: Version: 4.10.0-2742829+++depot+UE4-Releases+4.10
[2015.10.31-13.44.05:290][  0]LogInit: API Version: 2742829
[2015.10.31-13.44.05:290][  0]LogInit: Compiled (64-bit): Oct 27 2015 02:22:57
[2015.10.31-13.44.05:290][  0]LogInit: Compiled with Visual C++: 19.00.23026.00
[2015.10.31-13.44.05:290][  0]LogInit: Build Configuration: Development
[2015.10.31-13.44.05:290][  0]LogInit: Branch Name: ++depot+UE4-Releases+4.10
[2015.10.31-13.44.05:290][  0]LogInit: Command line:  
[2015.10.31-13.44.05:290][  0]LogInit: Base directory: C:/Program Files/Epic Games/4.10/Engine/Binaries/Win64/
[2015.10.31-13.44.05:290][  0]LogInit: Rocket: 1
[2015.10.31-13.44.05:304][  0]LogInit: Using libcurl 7.41.0
[2015.10.31-13.44.05:304][  0]LogInit:  - built for x86_64-pc-win32
[2015.10.31-13.44.05:304][  0]LogInit:  - supports SSL with WinSSL
[2015.10.31-13.44.05:304][  0]LogInit:  - other features:
[2015.10.31-13.44.05:304][  0]LogInit:      CURL_VERSION_SSL
[2015.10.31-13.44.05:304][  0]LogInit:      CURL_VERSION_IPV6
[2015.10.31-13.44.05:304][  0]LogInit:      CURL_VERSION_ASYNCHDNS
[2015.10.31-13.44.05:304][  0]LogInit:      CURL_VERSION_LARGEFILE
[2015.10.31-13.44.05:304][  0]LogInit:      CURL_VERSION_IDN
[2015.10.31-13.44.05:304][  0]LogInit:  CurlRequestOptions (configurable via config and command line):
[2015.10.31-13.44.05:304][  0]LogInit:  - bVerifyPeer = true  - Libcurl will verify peer certificate
[2015.10.31-13.44.05:304][  0]LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
[2015.10.31-13.44.05:304][  0]LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
[2015.10.31-13.44.05:304][  0]LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
[2015.10.31-13.44.05:317][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2015.10.31-13.44.05:326][  0]LogInit: Object subsystem initialized
[2015.10.31-13.44.05:327][  0]LogInit: Selected Device Profile: [Windows]
[2015.10.31-13.44.05:327][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2015.10.31-13.44.05:337][  0]LogInit: Computer: PC-KOMPUTER
[2015.10.31-13.44.05:337][  0]LogInit: User: PC
[2015.10.31-13.44.05:337][  0]LogInit: CPU Page size=4096, Cores=4
[2015.10.31-13.44.05:337][  0]LogInit: High frequency timer resolution =3.139150 MHz
[2015.10.31-13.44.05:337][  0]LogMemory: Memory total: Physical=8.0GB (8GB approx)
[2015.10.31-13.44.05:337][  0]LogMemory: Platform Memory Stats for Windows
[2015.10.31-13.44.05:337][  0]LogMemory: Process Physical Memory: 56.70 MB used, 56.70 MB peak
[2015.10.31-13.44.05:337][  0]LogMemory: Process Virtual Memory: 56.72 MB used, 56.72 MB peak
[2015.10.31-13.44.05:337][  0]LogMemory: Physical Memory: 4935.04 MB used, 8190.18 MB total
[2015.10.31-13.44.05:337][  0]LogMemory: Virtual Memory: 349.73 MB used, 8388608.00 MB total
[2015.10.31-13.44.05:384][  0]LogTextLocalizationManager: No translations for ('pl-PL') exist, falling back to 'en' for localization and internationalization data.
[2015.10.31-13.44.06:063][  0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 560 Ti   (Feature Level 11_0)
[2015.10.31-13.44.06:063][  0]LogD3D11RHI: Adapter has 977MB of dedicated video memory, 0MB of dedicated system memory, and 3071MB of shared system memory, 1 output[s]
[2015.10.31-13.44.06:063][  0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2015.10.31-13.44.06:080][  0]LogD3D11RHI: !Direct3DDevice
[2015.10.31-13.44.06:081][  0]LogRHI: Texture pool is 684 MB (70% of 977 MB)
[2015.10.31-13.44.06:099][  0]LogD3D11RHI: Async texture creation enabled
[2015.10.31-13.44.06:124][  0]LogShaderCompilers: Guid format shader working directory is 15 characters bigger than the processId version (../../../../../../Users/PC/Desktop/UnrealProjects/Malakhai/Intermediate/Shaders/WorkingDirectory/6516/).
[2015.10.31-13.44.06:124][  0]LogShaderCompilers: Cleaned the shader compiler working directory '../../../../../../Users/PC/Desktop/UnrealProjects/Malakhai/Intermediate/Shaders/tmp/D27FB6164892A67F934A9FBCEDEE6763/'.
[2015.10.31-13.44.06:124][  0]LogShaderCompilers:Display: Using Local Shader Compiler.
[2015.10.31-13.44.07:612][  0]LogTemp:Display: Loaded TP AllDesktopTargetPlatform
[2015.10.31-13.44.07:619][  0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
[2015.10.31-13.44.07:628][  0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
[2015.10.31-13.44.07:635][  0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
[2015.10.31-13.44.07:641][  0]LogTemp:Display: Loaded TP WindowsTargetPlatform
[2015.10.31-13.44.07:646][  0]LogTemp:Display: Loaded TP AndroidTargetPlatform
[2015.10.31-13.44.07:651][  0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
[2015.10.31-13.44.07:656][  0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
[2015.10.31-13.44.07:661][  0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
[2015.10.31-13.44.07:666][  0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
[2015.10.31-13.44.07:672][  0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
[2015.10.31-13.44.07:682][  0]LogTemp:Display: Loaded TP Android_MultiTargetPlatform
[2015.10.31-13.44.07:682][  0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
[2015.10.31-13.44.07:683][  0]LogTemp:Display: Loaded TP HTML5TargetPlatform
[2015.10.31-13.44.07:702][  0]LogTemp:Display: Loaded TP IOSTargetPlatform
[2015.10.31-13.44.07:706][  0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
[2015.10.31-13.44.07:711][  0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
[2015.10.31-13.44.07:716][  0]LogTemp:Display: Loaded TP LinuxTargetPlatform
[2015.10.31-13.44.07:716][  0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.10.31-13.44.07:821][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2015.10.31-13.44.07:911][  0]LogDerivedDataCache: Loaded boot cache 0.09s 41MB C:/Users/PC/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
[2015.10.31-13.44.07:911][  0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/PC/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc
[2015.10.31-13.44.07:911][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../../../../Users/PC/Desktop/UnrealProjects/Malakhai/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2015.10.31-13.44.07:911][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2015.10.31-13.44.07:911][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file ../../../../../../Users/PC/Desktop/UnrealProjects/Malakhai/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2015.10.31-13.44.07:912][  0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
[2015.10.31-13.44.07:998][  0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
[2015.10.31-13.44.08:010][  0]LogDerivedDataCache: Using Local data cache path C:/Users/PC/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2015.10.31-13.44.08:251][  0]LogInit: Selected Device Profile: [Windows]
[2015.10.31-13.44.08:252][  0]LogContentStreaming: Texture pool size is 0.000000MB
[2015.10.31-13.44.08:304][  0]LogMeshUtilities: No automatic mesh reduction module available
[2015.10.31-13.44.08:304][  0]LogMeshUtilities: No automatic mesh merging module available
[2015.10.31-13.44.08:820][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2015.10.31-13.44.09:941][  0]UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2015.10.31-13.44.10:054][  0]LogAssetRegistry: FAssetRegistry took 0.0103 seconds to start up
[2015.10.31-13.44.10:275][  0]SourceControl: Info Source control is disabled
[2015.10.31-13.44.10:276][  0]SourceControl: Info Source control is disabled
[2015.10.31-13.44.10:289][  0]SourceControl: Info Source control is disabled
[2015.10.31-13.44.10:303][  0]SourceControl: Info Source control is disabled
[2015.10.31-13.44.10:616][  0]LogObj: 28664 objects as part of root set at end of initial load.
[2015.10.31-13.44.10:616][  0]LogUObjectAllocator: 6106424 out of 0 bytes used by permanent object pool.
[2015.10.31-13.44.10:695][  0]LogEngine: Initializing Engine...
[2015.10.31-13.44.10:700][  0]LogHMD: Can't find Oculus library dev build: is proper Runtime installed? Version: 0.8.0.0
[2015.10.31-13.44.10:700][  0]LogHMD: SteamVR failed to initialize.  Err: 110
[2015.10.31-13.44.10:975][  0]LogAIModule: Creating AISystem for world NewWorld
[2015.10.31-13.44.10:994][  0]LogInit: XAudio2 using 'Głośniki (VIA HD Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
[2015.10.31-13.44.11:028][  0]LogInit: FAudioDevice initialized.
[2015.10.31-13.44.11:069][  0]LogDerivedDataCache: Saved boot cache 0.04s 41MB C:/Users/PC/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
[2015.10.31-13.44.11:083][  0]LogInit: Texture streaming: Enabled
[2015.10.31-13.44.11:091][  0]LogAnalytics: Creating configured Analytics provider AnalyticsET
[2015.10.31-13.44.11:091][  0]LogAnalytics: [UEEditor.Rocket.Release] APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.10.0-2742829+++depot+UE4-Releases+4.10
[2015.10.31-13.44.11:091][  0]LogAnalytics: [UEEditor.Rocket.Release] SetUserId 96673cf641d1f269b37b6ba2c5d3be0b|42598311c1a24370b03c18618b261df9|cb047629-af96-43d6-a9cd-c58aec2fb642
[2015.10.31-13.44.11:092][  0]LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession
[2015.10.31-13.44.11:129][  0]LogInit: Transaction tracking system initialized
[2015.10.31-13.44.11:179][  0]BlueprintLog: New page: Editor Load
[2015.10.31-13.44.11:343][  0]LocalizationService: Info Localization service is disabled
[2015.10.31-13.44.11:462][  0]LogConsoleResponse:Display: 
[2015.10.31-13.44.11:710][  0]LogCook:Display: Done creating registry. It took  0.00s.
[2015.10.31-13.44.11:951][  0]LogFileCache: Scanning file cache for directory 'C:/Users/PC/Desktop/UnrealProjects/Malakhai/Content/' took 0.08s
[2015.10.31-13.44.11:959][  0]SourceControl: Info Source control is disabled
[2015.10.31-13.44.11:959][  0]Cmd: MAP LOAD FILE="../../../../../../Users/PC/Desktop/UnrealProjects/Malakhai/Content/ThirdPersonBP/Maps/ThirdPersonExampleMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
[2015.10.31-13.44.11:960][  0]LightingResults: New page: Lighting Build
[2015.10.31-13.44.11:964][  0]MapCheck: New page: Map Check
[2015.10.31-13.44.11:964][  0]LightingResults: New page: Lighting Build
[2015.10.31-13.44.11:987][  0]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000001DF15C60
[2015.10.31-13.44.18:580][  0]LogBlueprint:Error: [compiler CreatureClass] Error COMPILER ERROR: failed building connection with 'Simple Bow Class Reference is not compatible with Item Reference.' at  SpawnActor Simple Bow Class 
[2015.10.31-13.44.18:978][  0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins  Target  and  As Human Class : Creature Class Reference is not compatible with Human Class Reference.
[2015.10.31-13.44.18:978][  0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins  Target  and  As Human Class : Creature Class Reference is not compatible with Human Class Reference.
[2015.10.31-13.44.18:978][  0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins  As Human Class  and  Target : Human Class Reference is not compatible with Creature Class Reference.
[2015.10.31-13.44.18:979][  0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins  As Human Class  and  Target : Human Class Reference is not compatible with Creature Class Reference.
[2015.10.31-13.44.18:991][  0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins  Target  and  As Human Class : Creature Class Reference is not compatible with Human Class Reference.
[2015.10.31-13.44.18:992][  0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins  Target  and  As Human Class : Creature Class Reference is not compatible with Human Class Reference.
[2015.10.31-13.44.18:992][  0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins  As Human Class  and  Target : Human Class Reference is not compatible with Creature Class Reference.
[2015.10.31-13.44.18:992][  0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning Can't connect pins  As Human Class  and  Target : Human Class Reference is not compatible with Creature Class Reference.
[2015.10.31-13.44.18:992][  0]LogBlueprint:Warning: [compiler HumanCombatComponent] Warning 'Human Class' does not inherit from 'Creature Class' ( Cast To HumanClass  would always fail).
[2015.10.31-13.44.19:761][  0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins  Target  and  As Simple Bow Class : Distance Class Basic Reference is not compatible with Simple Bow Class Reference.
[2015.10.31-13.44.19:762][  0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins  Target  and  As Simple Bow Class : Distance Class Basic Reference is not compatible with Simple Bow Class Reference.
[2015.10.31-13.44.19:762][  0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins  As Simple Bow Class  and  Target : Simple Bow Class Reference is not compatible with Distance Class Basic Reference.
[2015.10.31-13.44.19:763][  0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins  As Simple Bow Class  and  Target : Simple Bow Class Reference is not compatible with Distance Class Basic Reference.
[2015.10.31-13.44.19:768][  0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins  Target  and  As Simple Bow Class : Distance Class Basic Reference is not compatible with Simple Bow Class Reference.
[2015.10.31-13.44.19:768][  0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins  Target  and  As Simple Bow Class : Distance Class Basic Reference is not compatible with Simple Bow Class Reference.
[2015.10.31-13.44.19:769][  0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins  As Simple Bow Class  and  Target : Simple Bow Class Reference is not compatible with Distance Class Basic Reference.
[2015.10.31-13.44.19:769][  0]LogBlueprint:Warning: [compiler SimpleBowClass_AnimPrev] Warning Can't connect pins  As Simple Bow Class  and  Target : Simple Bow Class Reference is not compatible with Distance Class Basic Reference.
[2015.10.31-13.44.19:817][  0]LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParentReferences() - Couldn't find inherited parent component 'Mesh' for 'ArrowMesh' in BlueprintGeneratedClass 'REINST_SimpleBowClass_C_118' (it may have been removed)
[2015.10.31-13.44.22:704][  0]LogWindows:Error: === Critical error: ===
Fatal error!



[2015.10.31-13.44.22:804][  0]LogExit: Executing StaticShutdownAfterError
[2015.10.31-13.44.22:820][  0]LogWindows: FPlatformMisc::RequestExit(1)
[2015.10.31-13.44.22:820][  0]Log file closed, 10/31/15 14:44:22

Its quite long - its whole .log file.

I would repair it if I had access to it. Can I disable blueprint compiling at startup? I’ve stucked here because last backup I’ve made was 1,5 week ago. I didn’t expected to get this error, it never happened to me before although crashing on load at 93% isn’t unknown for me - as I said before, it crashed sometimes with my Combat Component.
I am looking for 2 answers - what about this component?
And what about today’s issue which prevents me from doing anything.

Edit:::

I also want to mention - the Simple Bow Class still exists as a file (about 400 kB) but last line of log doesn’t see it.

Any suggestions? Its really important.

UE4 would crash if it can’t compile blueprints properly on start and you wouldn’t be able to open the editor and change the blueprints to fix the problem. For that reason, you should backup your project everyday or more frequently (the same goes for building the game, sometimes a game working in the editor would not package properly if there are errors). With that in mind, I think your best bet would be to go back to your latest backup and restart from there. Fixing broken blueprints outside the editor using c++ takes too much time.