Crashing with trace bluprint on weapon

Running this blueprint (or blueprints very similar to it as I’ve had to rebuild it manually a few times). The blueprint runs fine, and the traces execute and hit very cleanly, until I save everything and close the engine. At that time I get an error revolving around the weapon producing the traces. It is attached to a socket on my third person character. The biggest change to this version that has changed is that I am limiting the trace to when the parent says the weapon is being swung. Usually I just standby computer when I walk away, so I don’t know which version of the blueprint started crashing on load, but I haven’t be able to get a version with the bool from parent to work on loading engine.

[link text][2]

A brief summary since the vector lines get a bit out of hand, the top row of traces runs from last_x/3 to current socket location, and the second row of traces runs diagonally from 2 current sockets. Also is there a better way to screenshot larger blueprints? The lines seemed to move as I was panning and matching the 3 together looks like a bit of a hack job.

I’m not sure what other information is relevant to this, let me know and I will add anything.

EDIT: oh, the debug type has been set to duration every time I’ve saved, closed, and crashed, this was just a quick rebuild for the post.

I should also add this is using blueprints on a c++ project.

Hello Kebtiz,

After looking over the information provided, it appears that this is a known issue and that it has been submitted to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-39323)

Make it a great day

Is there any easy work around for this in the mean time? Some way to get the variable status without casting perhaps?

I do not have a workaround for this issue at this time.

Okay, thank you for reply, I will do some fiddling and report back if I find anything.