UE4 4.14.3 Crashes on Opening Blueprint - Access Violation - code c0000005 (first/second chance not available)

Upon opening of any blueprint in my Unreal editor for my Project, I receive the same crash report. I have tried to read the given report, as far as I can tell it has something to do with how I compiled the project. I can still play in editor without difficulty, it’s just when I open the blueprints for my assets and the level blueprint, that it crashes. Let me know what you think. I tried to find another person with the same crash, but the solution to their problems were unique. Terribly sorry it is so long.

EDIT: Title, missing a zero.

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

UE4Editor_Engine!UEdGraphNode::PostLoad() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:393]
UE4Editor_BlueprintGraph!UK2Node::PostLoad() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:61]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:832]
UE4Editor_CoreUObject!EndLoad() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1590]
UE4Editor_CoreUObject!LoadPackageInternalInner() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1281]
UE4Editor_CoreUObject!LoadPackage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1437]
UE4Editor_CoreUObject!ResolveName() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:722]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:809]
UE4Editor_CoreUObject!StaticLoadObject() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:869]
UE4Editor_Kismet!FBlueprintEditor::LoadLibrariesFromAssetRegistry() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:1616]
UE4Editor_Kismet!FBlueprintEditor::CommonInitialization() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:1548]
UE4Editor_Kismet!FBlueprintEditor::InitBlueprintEditor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:1682]
UE4Editor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditormodule.cpp:284]
UE4Editor_AssetTools!FAssetTypeActions_Blueprint::OpenAssetEditor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\assettools\private\assettypeactions\assettypeactions_blueprint.cpp:84]
UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\toolkits\asseteditormanager.cpp:338]
UE4Editor_UnrealEd!`FEditorClassUtils::GetSourceLinkFormatted'::`5'::Local::OnEditBlueprintClicked() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorclassutils.cpp:105]
UE4Editor_UnrealEd!TBaseStaticDelegateInstance<void __cdecl(void),TWeakObjectPtr<UBlueprint,FWeakObjectPtr>,TWeakObjectPtr<UObject,FWeakObjectPtr> >::ExecuteIfSafe() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1018]
UE4Editor_UnrealEd!SHyperlink::Hyperlink_OnClicked() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\public\widgets\input\shyperlink.h:79]
UE4Editor_UnrealEd!TMemberFunctionCaller<SHyperlink,FReply (__cdecl SHyperlink::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161]
UE4Editor_UnrealEd!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SHyperlink,FReply (__cdecl SHyperlink::*)(void) __ptr64> >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:116]
UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<0,SHyperlink,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<FReply>::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!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5010]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [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

Hi RaptorZesky,

Did you upgrade your project from an earlier version of the Engine? I ask because I find this message about deprecated and legacy pins in your crash reports:

  411       if (DeprecatedPins.Num())
  412       {
  413       for (UEdGraphPin_Deprecated* LegacyPin : DeprecatedPins)
  414       {
  415 ***** LegacyPin->Rename(nullptr, GetTransientPackage(), REN_ForceNoResetLoaders);
  416       LegacyPin->SetFlags(RF_Transient);
  417       LegacyPin->MarkPendingKill();
  418       }
  419       
  420       DeprecatedPins.Empty();

If this is the case, the best thing to do is open your project (if you did not save over it) in the version of the engine it was created in. Please respond with this information and we will continue to investigate.

Thanks,

I had this problem and it was solved by deleting saved, config and intermediate folders. Have no clue why but as I was building my game these errors slowly grew and the folders were the offenders.