4.12.1 crash compiling character blueprints

As soon as we installed 4.12.1, my coding partner and I are crashing 100% of the time trying to compile our blueprints involving our character hierarchy (a simple basecharacter, NPC character, and PC character hierarchy).

Some other blueprints compile without crashing. I’ll work towards a minimal reproduction case if this is not a widely reported crash (I’ve seen one other mention in the 4.12 thread that sounds the same so far).

Here is the stack trace:

Access violation - code c0000005 (first/second chance not available)

UE4Editor_UnrealEd!FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:572]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3627]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:100]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:203]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:756]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3184]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper __cdecl(void)>::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:427]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller::operator()<>() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:275]
UE4Editor_Slate!::operator()() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4598]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4587]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5041]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5021]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1507]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1847]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:664]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:903]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2728]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]
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

I’m having similar issue, blueprint crashing right after 4.12.1 - I’ve just reproduced it on very simple blueprint setup and I’ll post it soon to help fixing it. I’ll let know about it here, soon (withing an hour i guess)

Nice find. Our involved blueprints do have arrays of references to other blueprint classes as well, in case that ends up being related from your minimal case.

You rock the party that rocks the body. Thanks.

Is there an easy way to track the status of a bug report by the UE-XXXXX number? It’s not obvious from the links we have.

I’m having the same issue here. Debugging it a bit:

The crash happens in file BlueprintEditorUtils.cpp function RefreshExternalBlueprintDependencyNodes (line 572).

UClass* OwnerClass = Struct->GetOwnerClass(); returns null, often with different structs; some are user Blueprint structs, some are user C++ USTRUCTS, others are engine USTRUCTS (such as Vector).

After transitioning from 4.10.1 to 4.12.1

OK, I did it, here I posted my repro demo project and repro steps:

Maybe it will help fixing this.

Hello,

I have reproduced this crash and entered a bug report, UE-31740. Thank you for your report.

Have a great day

Is there a known workaround? Because not being able to compile some blueprints really hurts.
Or perhaps a way to downgrade to 4.12.0? I can’t find a way to download that anymore, and would rather not go back to 4.11.

Hi folks.

@DaGaffer - no current way to track bug reports, but we are working on a way to that we hope to roll out in the near future.

@BStbck - We have already fixed this issue internally. If you are a source code developer using GitHub, you can grab and integrate the fix here: https://github.com/EpicGames/UnrealEngine/commit/38457aec8e69e7423b6f606dc9ac22a8e63e2635 (you need to be signed into your GitHub account). If you use the binary release from the launcher instead, then we will be releasing a new hotfix for this issue very soon this week.

Cheers

Great, thanks for the help!

Getting this also :\ Pretty big bug to wait to roll out

I was about to go cry in a corner hehe, had a rough day and then Blueprints were crashing, thanks for the fix

I’m out of commission till this is fixed :frowning:

Have the same problem. Glad you guys are on it. I was worried it was just me. Gives me an excuse to work on level design and put programming aside for a few days.

We are also having the same problem with character and some other blueprints. Please publish the fix, we don’t want to use master branch yet.

I spent two hours in trying to find workaround, but… All straight references causes crash…

Same for me Acrossfy and same for me and I also tried to find a way back to 4.12.0 BStbck!

Your tears are also shared with mine ahahaha

As am I, struggling to find anything useful that doesn’t involve said class :stuck_out_tongue:

same here, blueprint heirarchy crashing all the time :frowning: boo