I added a function to my macro lib and it seemed to work at first (didn’t crash, at least, but I don’t remember if I tested the new macro before closing the editor).
When I started the editor again, I kept getting a crash. Assert failed: Blueprint != NULL. Took a while to figure out what was causing it.
Unfortunately I cannot download the .uasset, could you post a screenshot of what it looks like so I can replicate it on my end? Has this occurred in a clean project with no other content? Also can you post your crash logs so we can have a look? Thank you!
Actually, it has nothing to do with that new macro. I just found out that making any changes to that MacroLib corrupts it. I just changed an existing macro’s Instance Color and I’m getting the crash at startup now.
KernelBase.dll!00007ffd2bde9376() Unknown
> UE4Editor-Core-Win64-Debug.dll!FDebug::AssertFailed(const char * Expr, const char * File, int Line, const wchar_t * Format, ...) Line 160 C++
UE4Editor-Engine-Win64-Debug.dll!USimpleConstructionScript::PostLoad() Line 142 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ConditionalPostLoad() Line 587 C++
UE4Editor-CoreUObject-Win64-Debug.dll!EndLoad(const wchar_t * LoadContext) Line 1106 C++
UE4Editor-CoreUObject-Win64-Debug.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags) Line 782 C++
UE4Editor-CoreUObject-Win64-Debug.dll!StaticLoadObject(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation) Line 668 C++
UE4Editor-ShooterGame-Win64-Debug.dll!ConstructorHelpersInternal::FindOrLoadObject<UBlueprint>(FString & PathName) Line 31 etc...
On the ConditionalPostLoad() function, this’s name is SimpleConstructionScript_0 and ObjectArchetype = 0x000000167df6b660 (Name=0x000000167d0e4b88 “Default__SimpleConstructionScript”)
Copying the corrupted MacroLib.uasset to another project (I tried ContentExamples) did not crash the editor at startup, but it crashed with the same assert fail when I tried to edit a blueprint.
I have uploaded both files (corrupt and working) here, let me know if you can open them now.
Also, I am running the engine from source, so if there’s any way I can help you debugging this, let me know. Oh and attached the crash log (for the ContentExampmles attempt).
… “This attachment is not permitted because the file type is invalid”
Apparently this bug was fixed in 4.2. I changed some macros Instance Colors and they are still loading succesfully. If I run into problems with this again I’ll let you know.