Project Crashes Upon Load 4.14

Hi

A project i have been working on for a couple of weeks (due to not backing up an earlier project, which became unusable from UE crashing upon loading the project), now won’t open up, due to UE crashing upon loading the project. (See a pattern here?) and now “only” cost me a couple of days work.

Can i somehow find out and repair what is causing this error upon loading?
Or should i just become used to backing up my projects all the time, due to the programs unstability?

This is the log for the latest crash
link text

Hey Fjordhoj-

Is the project a blueprint or code project? If this is a code project, were there any changes made to code constructors prior to the crash? If it’s a blueprint project, were there changes made to blueprint construction scripts? Can you provide the callstack from the crash for additional information as well?

Some bug searching shows it’s a file called DisplayMaster_BP that causes the error. When the file is manually removed from the content folder, the editor can open again. However lots of actors are childBP’s of this actor, and ofc now can’t reference this.

Instead if i remove all of the child BP’s, the editor also opens again, now with me losing a lot of data since there is quite a bit of work in these BP’s.

Then i found out if i replaced them all with the backupped assets, i could open the editor with all the files.

HOWEVER…

The character BP that all the characters ingame inherits from, now cant have a specific interface connected
as it then gets the error “Error Internal Compiler Error: Tried to create a property K2Node_Event_Material2 in scope ExecuteUbergraph_PersonMASTER, but ObjectProperty /Game/Blueprints/Characters/PersonMASTER.PersonMASTER_C:ExecuteUbergraph_PersonMASTER.K2Node_Event_Material2 already exists there.”

And also i can’t seem to create a StructArray in the GameInstance, that i can add elements to from the BP itself.
If i add one, it works in game, but when i repoen the editor, the array is empty.

It seems to have no end with all these errors???

Hi

It’s a Blueprint project (As you might have guessed by now). I don’t use the construction scripts at all for the entire project at the moment.

The DisplayMaster_BP only inherits from the Actor class, so it doesn’t have any influence on the constructor, or the parent (if that was what you ment?)

From where can i get the full callstack?

It sounds like there are a number of issues happening together. It would be best to report each issue separeately so that each can be investigated and so that information regarding one issue isn’t lost.

Regarding the original crash when opening the project, if you were able to isolate the issue to DisplayMaster_BP, is there anything happening in the construction script (or parent class constructor)? If removing the children of this blueprint also allowed the project to open, can you point out if they are doing any work on construction? Additionally, please provide the full callstack from the crash.

The callstack appears in the black Crash Report window when the crash occurs. If you cause the crash to occur, please copy/paste the callstack here. Additionally, are you using Child Actor Components in the DisplayMaster_BP or any of its child blueprints?

link text

Heres the callstack

Using child components in what way?
The master has several components like a mesh, collision boxes, and several variables. The children then also has it’s own unique variables and some of them, unique components…

When you open the blueprint and go to Add Component, one option is the “Child Actor” that can be set to other actor classes (or blueprints) in your project. If you’re not using this specific component anywhere then you can disregard the original question.

Looking at the provided callstack, the last call made appears to be destroying a struct. Does your blueprint or its children contain/reference a struct variable/asset? If so, please try removing/recreating the struct to see if the crash continues. If this is not the case, it may be best if you could provide a copy of your project so that I could test the crash locally.

Well in that case, i dont use child components.

Yes almost all of my blueprints refer to StructArrays inside the GameInstance, and i regularly experience bugs working with structs, where they, when editor is opened, break the links and needs to be manually reattatched

Is there another method to contain large amounts of variables together, that is considered good practice, and doesn’t involve structs?

Where can i upload the project?

If you’re able to upload the project google drive / dropbox, you can provide the download link here. If there is sensitive information or you would like to keep the project private, you can send me the link in a PM on the forums.

Personal message sent

Hey Fjordhoj-

I was able to narrow the issue down to the RetailInstance_BP.uasset file in the project’s Content/Blueprint folder. Removing this asset from the project directory will allow the project to open. I would suggest copying the file to your desktop to open the project, you can then move the asset back into the project or recreate the asset to avoid the corrupted one from causing further issues.

Cheers