Editor crashes after upgrade to 4.12

After I updated my project to 4.12 my editor keeps on crashing and will not open. I managed to update my c++ code and got it to compile for 4.12 in VS, but then it keeps crashing when I try to open in the editor.

The following is the message I get in the crash reporter:

Ensure condition failed:
this->IsBound() [File:c:\program files
(x86)\epic
games\4.12\engine\source\runtime\core\public\delegates\DelegateSignatureImpl_Variadics.inl]
[Line: 1042] Unable to bind delegate
to ‘balloutEndOverlap’ (function might
not be marked as a UFUNCTION)

UE4Editor_CoreUObject!UObjectBaseUtility::GetOutermost()
[d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:121]
UE4Editor_UnrealEd!ObjectTools::IsObjectBrowsable()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\objecttools.cpp:85]
UE4Editor_UnrealEd!PackageTools::GetFilteredPackageList()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\packagetools.cpp:67]
UE4Editor_UnrealEd!PackageTools::CheckForReferencesToExternalPackages()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\packagetools.cpp:536]
UE4Editor_UnrealEd!UEditorEngine::PackageUsingExternalObjects()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3567]
UE4Editor_UnrealEd!UEditorEngine::Map_Check()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:3845]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5980]
UE4Editor_UnrealEd!UEditorEngine::Exec()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5477]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:744]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2177]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3349]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:300]
UE4Editor_UnrealEd!EditorInit()
[d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealed.cpp:89]
UE4Editor!GuardedMain()
[d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:137]
UE4Editor!GuardedMainWrapper()
[d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain()
[d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh()
[f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32 ntdll

The following is the relevant code for where it says “Unable to bind delegate to ‘balloutEndOverlap’ (function might not be marked as a UFUNCTION)” :

In .h:

private:

	UFUNCTION()
		void balloutEndOverlap(class UPrimitiveComponent* ThisComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp,
			int32 OtherBodyIndex);

In .cpp:

void AballOutClass::balloutEndOverlap(class UPrimitiveComponent* ThisComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp,
	int32 OtherBodyIndex)
{
	int32 testInt = 15;
}

In constructor:

ballOutCollision->OnComponentEndOverlap.AddDynamic(this, &AballOutClass::balloutEndOverlap);

I should mention that I already tried to completely comment out all the relevant code for the ballEndOverlap function, including the constructor statement, but it doesn’t make a difference and it just gives the same crash error for another End/Begin Overlap delegate function, throughout my whole project and I have several places throughout other classes where I’m using delegates for End/Begin Overlap functions.

I upgraded my project from version 4.11.2

Just wanted to bump this. I decided to do a test by removing all of my content data from the content folder to check if there are any blueprints or levels that are causing this crash. After removing all the content, the editor ran so I decided to put back blueprints one by one to check if there’s a specific blueprint that’s causing the crash. If I do this and make any change to any blueprint and try to compile, the project will crash. If I try to add a new C++ class and try to compile it will still crash. It always gives the same crash report though.

Wanted to bump this again. I tried again after updating the engine to the latest patch (4.12.2) and I still get the same crash. Even if I delete all my content, I’ll be able to enter the editor but if I try to create a new class, it crashes again.

Just wanted to bump this again as I still get the same crash after updating to patch 4.12.4. At this point I’ve begun working on rebuilding my whole project from scratch using the 4.11 latest version as a reference point but this is a very slow process as there are a lot of dependencies I have to consider. I would like to know if anyone else is facing this issue.