Engine crashes during blueprint compilation

After 4.14.1 update, engine is frequently crashing during the blueprint compilation with “Access violation - code c0000005 (first/second chance not available)”. It also happened sometimes on 4.14.0 version.

There is no problems during the actual game.

On previous version I used (4.12) it didn’t happen.

--------------------------------------------------------------Crash Report-------------------------------------------------------------------------

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

UE4Editor_CoreUObject!HandlePlaceholderScriptRef() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:1416]
UE4Editor_CoreUObject!UStruct::SerializeExpr() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\public\uobject\scriptserialization.h:363]
UE4Editor_CoreUObject!UStruct::SerializeExpr() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\public\uobject\scriptserialization.h:301]
UE4Editor_CoreUObject!UStruct::Serialize() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:1278]
UE4Editor_CoreUObject!UFunction::Serialize() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4487]
UE4Editor_CoreUObject!FFindReferencersArchive::ResetPotentialReferencer() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\serialization\findreferencersarchive.cpp:88]
UE4Editor_UnrealEd!TFindObjectReferencers::TFindObjectReferencers() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\public\serialization\findobjectreferencers.h:48]
UE4Editor_UnrealEd!FReplaceReferenceHelper::FindAndReplaceReferences() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:65]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::FinalizeFastReinstancing() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:604]
UE4Editor_UnrealEd!FReinstanceFinalizer::Finalize() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:555]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:911]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:825]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3202]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper __cdecl(void)>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:318]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:92]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller::operator()<>() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161]
UE4Editor_Slate!TTupleImpl >::ApplyAfter >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:116]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:318]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:522]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:275]
UE4Editor_Slate!::operator()() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5010]
UE4Editor_Slate!FEventRouter::Route >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4999]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5462]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5439]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1652]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2071]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:814]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:678]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:951]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2811]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hey Zydila-

Does your blueprint use any Child Actor components? If so this is a known issue that you can find here: Unreal Engine Issues and Bug Tracker (UE-39323) . If you are not using child actor components, please provide additional information about your blueprint (what type it is, what nodes are present, hierarchy, etc). If you’re able to reproduce the crash on compile from a new project, please also include any reproduction steps to help me test the issue on my end.

Cheers

Thx for the response, .

I am not using Child Actors.

Deleting of Physical Animation(at first I though it was a problem) component didn’t help.

Unreal crashes during compilation of different blueprints, but the most frequent are: MyCharacter (inherit from Character), Bot (inherit from MyCharacter), Stalker (inherit from Bot), FP_char(blueprint of player character, inherit from MyCharacter). Compilation of any of them comes with like 25% chance of crash.

I wasn’t able to reproduce bug in the empty project. Migration of blueprints in empty project didn’t help. It is also crashing on different computer with the same crash report.

I done reparenting few times on those blueprints, may be it has something to do with the crash.

After further investigation, it appears this issue was previously reported and appears fixed for 4.15: Unreal Engine Issues and Bug Tracker (UE-38486) . You can download the 4.15 branch from GitHub if you’d like to test this fix locally. If you do decide to use the 4.15 branch, I would suggest creating a copy of your current project so that you are able to revert back to 4.14. If you are still having issues with this crash after the final 4.15 release, please feel free to comment on this post to reopen it for further investigation.

Cheers