Converted project from 4.14 to 4.15 crashes on startup

Here is the callstack:

LoginId:70637e6941585bc73a67feb42d7d7e1d
EpicAccountId:bb950e4ff4a84504a999f69c34259923

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

UE4Editor_Engine!UEdGraphPin::ResolveReferencesToPin() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1387]
UE4Editor_Engine!UEdGraphPin::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1345]
UE4Editor_Engine!UEdGraphPin::SerializePin() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1590]
UE4Editor_Engine!UEdGraphPin::SerializePinArray() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1445]
UE4Editor_Engine!UEdGraphNode::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:370]
UE4Editor_BlueprintGraph!UK2Node::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:77]
UE4Editor_BlueprintGraph!UK2Node_CallFunction::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:1855]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3436]
UE4Editor_CoreUObject!EndLoad() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1601]
UE4Editor_CoreUObject!LoadPackageInternalInner() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1321]
UE4Editor_CoreUObject!LoadPackage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1477]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2522]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:6137]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5614]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:670]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2220]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3536]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:345]
UE4Editor_UnrealEd!EditorInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedglobals.cpp:97]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:150]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

It was also crashing on startup at random(sometimes it crashed sometimes it didn’t) on 4.14, but I can’t callstack that due to not being able to download the debug tools for that.

If the project does start up I get errors in the message log:

LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: ReferencingPin->LinkedTo.Num() > PinData.ArrayIdx [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1385]
LogOutputDevice:Error: Stack: 
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::ResolveReferencesToPin() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1385]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1345]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::SerializePin() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1590]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::SerializePinArray() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1445]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphNode::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:370]
LogOutputDevice:Error: UE4Editor-BlueprintGraph.dll!UK2Node::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:77]
LogOutputDevice:Error: UE4Editor-BlueprintGraph.dll!UK2Node_CallFunction::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:1855]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!FLinkerLoad::Preload() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3436]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!EndLoad() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1601]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!LoadPackageInternalInner() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1321]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!LoadPackage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1477]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Map_Load() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2522]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::HandleMapCommand() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:6137]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Exec() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5614]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:670]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadMap() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2220]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3536]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FUnrealEdMisc::OnInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:345]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!EditorInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedglobals.cpp:97]
LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:150]
LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
LogOutputDevice:Error: UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
LogOutputDevice:Error: KERNEL32.DLL!0x0000000051A08364
LogOutputDevice:Error: ntdll.dll!0x0000000054125E91
LogStats:                SubmitErrorReport -  0.000 s
LogStats:                    SendNewReport -  0.731 s
LogStats:             FDebug::EnsureFailed - 12.218 s
LogStats: FPlatformStackWalk::StackWalkAndDump -  0.003 s
LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: GIsTransacting || Pin->LinkedTo.Contains(ReferencingPin) [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1402]
LogOutputDevice:Error: Stack: 
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::ResolveReferencesToPin() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1402]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1345]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::SerializePin() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1590]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::SerializePinArray() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1445]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphNode::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:370]
LogOutputDevice:Error: UE4Editor-BlueprintGraph.dll!UK2Node::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:77]
LogOutputDevice:Error: UE4Editor-BlueprintGraph.dll!UK2Node_CallFunction::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:1855]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!FLinkerLoad::Preload() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3436]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!EndLoad() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1601]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!LoadPackageInternalInner() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1321]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!LoadPackage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1477]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Map_Load() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2522]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::HandleMapCommand() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:6137]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Exec() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5614]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:670]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadMap() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2220]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3536]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FUnrealEdMisc::OnInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:345]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!EditorInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedglobals.cpp:97]
LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:150]
LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
LogOutputDevice:Error: UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
LogOutputDevice:Error: KERNEL32.DLL!0x0000000051A08364
LogOutputDevice:Error: ntdll.dll!0x0000000054125E91
LogStats:                SubmitErrorReport -  0.000 s
LogStats:                    SendNewReport -  0.329 s
LogStats:             FDebug::EnsureFailed -  0.336 s
LogStats: FPlatformStackWalk::StackWalkAndDump -  0.003 s
LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: GIsTransacting || Pin->LinkedTo.Contains(ReferencingPin) [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1402]
LogOutputDevice:Error: Stack: 
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::ResolveReferencesToPin() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1402]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1345]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::SerializePin() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1590]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::SerializePinArray() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1445]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphNode::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:370]
LogOutputDevice:Error: UE4Editor-BlueprintGraph.dll!UK2Node::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:77]
LogOutputDevice:Error: UE4Editor-BlueprintGraph.dll!UK2Node_CallFunction::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:1855]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!FLinkerLoad::Preload() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3436]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!EndLoad() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1601]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!LoadPackageInternalInner() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1321]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!LoadPackage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1477]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Map_Load() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2522]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::HandleMapCommand() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:6137]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Exec() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5614]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:670]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadMap() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2220]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3536]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FUnrealEdMisc::OnInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:345]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!EditorInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedglobals.cpp:97]
LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:150]
LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
LogOutputDevice:Error: UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
LogOutputDevice:Error: KERNEL32.DLL!0x0000000051A08364
LogOutputDevice:Error: ntdll.dll!0x0000000054125E91
LogStats:             FDebug::EnsureFailed -  0.006 s
LogClass:Warning: Enum '/Game/QualityMenu/Blueprints/Util/Audio/EAudioType.EAudioType' was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.
LogClass:Warning: Enum '/Game/QualityMenu/Blueprints/Util/Video/EModifySetting.EModifySetting' was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.
LogClass:Warning: Enum '/Game/QualityMenu/Blueprints/Util/Keybinding/EKeyConflict.EKeyConflict' was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.
LogAIModule: Creating AISystem for world PersistentLevel
LogMaterial: Uniform references updated for custom material expression Custom.
LogMaterial: Uniform references updated for custom material expression TemporalAA SampleID.
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 308,934ms to complete.
LogFileHelpers: Loading map 'PersistentLevel' took 32.210
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
LogSlate: Only BGRA pngs, bmps or icos are supported in by External Image Picker
LogTemp:Display: Executing iPhonePackager certificates Engine -bundlename com.YourCompany.SubjectA119New
LogTemp:Display: CWD: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\IOS
LogTemp:Display: Initial Dir: C:\Program Files\Epic Games\UE_4.15
LogTemp:Display: Env CWD: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\IOS
LogTemp:Display: BranchPath = TOM-PC/C/Program Files/Epic Games/UE_4.15/Engine/Binaries --- GameBranchPath = TOM-PC/C/Program Files/Epic Games/UE_4.15/Engine/Binaries
LogCollectionManager: Loaded 1 collections in 0.003074 seconds
LogFileCache: Scanning file cache for directory 'F:/Unreal Engine Projects/Subject_A119_New/Saved/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'F:/Unreal Engine Projects/Subject_A119_New/Content/Developers/Tom/Collections/' took 0.01s
LogTemp:Display: IPP ERROR: Application exception: System.IO.DirectoryNotFoundException: Kan een gedeelte van het pad C:\Users\Tom\AppData\Local\Apple Computer\MobileDevice\Provisioning Profiles niet vinden.
LogTemp:Display:    bij System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
LogTemp:Display:    bij System.IO.FileSystemEnumerableIterator`1.CommonInit()
LogTemp:Display:    bij System.IO.Directory.EnumerateFiles(String path, String searchPattern)
LogTemp:Display:    bij iPhonePackager.CodeSignatureBuilder.FindProvisions(String CFBundleIdentifier)
LogTemp:Display:    bij iPhonePackager.Program.Main(String[] args)
LogFileCache: Scanning file cache for directory 'F:/Unreal Engine Projects/Subject_A119_New/Content/Collections/' took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 1 collections in 0.000003 seconds
LogCollectionManager: Rebuilt the hierarchy cache for 1 collections in 0.000000 seconds
LogContentBrowser: Native class hierarchy populated in 0.0092 seconds. Added 2258 classes and 456 folders.
LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0007 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0006 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0006 seconds. Added 1 classes and 2 folders.
LogContentBrowser: Native class hierarchy updated for 'WorldBrowser' in 0.0005 seconds. Added 1 classes and 3 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object 'Class None.'
LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0006 seconds. Added 1 classes and 2 folders.
LogLoad: (Engine Initialization) Total time: 57.84 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 3.79 seconds
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogOcInput: OculusInput pre-init called
LogContentStreaming: Texture pool size now 4098 MB
LogSlate: Took 0.000305 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
LogSlate: Took 0.000306 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
LogSlate: Took 0.002981 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
LogSlate: Took 0.001334 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)
LogRenderer: Reallocating scene render targets to support 1212x572 NumSamples 1 (Frame:2).
LogAssetRegistry: Asset discovery search completed in 49.0762 seconds
LogCollectionManager: Rebuilt the object cache for 1 collections in 0.000006 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 1 collections in 0.000211 seconds (updated 0 objects)
LogSlate: Took 0.001490 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
LogSlate: Took 0.000331 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
LogContentBrowser: Native class hierarchy updated for 'BlueprintGraph' in 0.0009 seconds. Added 112 classes and 0 folders.
LogSlate: Took 0.000269 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
LogSlate: Took 0.001399 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/Roboto-BoldCondensed.ttf' (158K)
LogSlate: Took 0.001626 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/Roboto-Italic.ttf' (157K)
BlueprintLog: New page: Compile Attack_01
LogBlueprint:Warning: [Compiler Attack_01] Warning Function ' Ignore Actor when Moving ' is unsafe to call in a construction script.
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LogStats: FPlatformStackWalk::StackWalkAndDump -  1.244 s
LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: ToPin->LinkedTo.Contains(this) [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 333]
LogOutputDevice:Error: UEdGraphPin::BreakLinkTo Pin 'frac' on node 'Inputs' not reciprocally linked with pin 'B' on node 'int * float'
LogOutputDevice:Error: Stack: 
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::BreakLinkTo() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:333]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::BreakAllPinLinks() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:349]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::DestroyImpl() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1251]
LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphNode::BeginDestroy() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:477]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!UObject::ConditionalBeginDestroy() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:785]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!CollectGarbageInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1388]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!CollectGarbage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1429]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:878]
LogOutputDevice:Error: UE4Editor-Kismet.dll!FBlueprintEditor::Compile() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3283]
LogOutputDevice:Error: UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
LogOutputDevice:Error: UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:433]
LogOutputDevice:Error: UE4Editor-Slate.dll!FUICommandList::ExecuteAction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97]
LogOutputDevice:Error: UE4Editor-Slate.dll!SToolBarButtonBlock::OnClicked() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:305]
LogOutputDevice:Error: UE4Editor-Slate.dll!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:165]
LogOutputDevice:Error: UE4Editor-Slate.dll!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:134]
LogOutputDevice:Error: UE4Editor-Slate.dll!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
LogOutputDevice:Error: UE4Editor-Slate.dll!TBaseDelegate<FReply>::Execute() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
LogOutputDevice:Error: UE4Editor-Slate.dll!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
LogOutputDevice:Error: UE4Editor-Slate.dll!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5075]
LogOutputDevice:Error: UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:238]
LogOutputDevice:Error: UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5064]
LogOutputDevice:Error: UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5531]
LogOutputDevice:Error: UE4Editor-Slate.dll!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5508]
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1698]
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2120]
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:867]
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:714]
LogOutputDevice:Error: USER32.dll!0x0000000051B31C24
LogOutputDevice:Error: USER32.dll!0x0000000051B3156C
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:980]
LogOutputDevice:Error: UE4Editor.exe!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2977]
LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
LogOutputDevice:Error: UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
LogOutputDevice:Error: KERNEL32.DLL!0x0000000051A08364
LogOutputDevice:Error: ntdll.dll!0x0000000054125E91
LogStats:                SubmitErrorReport -  0.000 s
LogStats:                    SendNewReport -  0.558 s
LogStats:             FDebug::EnsureFailed -  1.818 s

When I try to compile the project I get this:

UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe Subject_A119_New Win64 Shipping -Project="F:\Unreal Engine Projects\Subject_A119_New\Subject_A119_New.uproject" -clean "F:\Unreal Engine Projects\Subject_A119_New\Subject_A119_New.uproject"  -remoteini="F:\Unreal Engi
ne Projects\Subject_A119_New" -nobuilduht -NoHotReload
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,1896628s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe Subject_A119_New Win64 Shipping -Project="F:\Unreal Engine Projects\Subject_A119_New\Subject_A119_New.uproject"  "F:\Unreal Engine Projects\Subject_A119_New\Subject_A119_New.uproject"  -remoteini="F:\Unreal Engine Pro
jects\Subject_A119_New" -noxge -generatemanifest -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,0091832s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe Subject_A119_New Win64 Shipping -Project="F:\Unreal Engine Projects\Subject_A119_New\Subject_A119_New.uproject"  "F:\Unreal Engine Projects\Subject_A119_New\Subject_A119_New.uproject"  -remoteini="F:\Unreal Engine Pro
jects\Subject_A119_New" -noxge -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for Subject_A119_New (no existing makefile)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (no include cache file)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 3 actions (4 in parallel)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.UELinkerFixups.cpp
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: [3/3] Link Subject_A119_New-Win64-Shipping.exe
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool:    Creating library F:\Unreal Engine Projects\Subject_A119_New\Binaries\Win64\Subject_A119_New-Win64-Shipping.lib and object F:\Unreal Engine Projects\Subject_A119_New\Binaries\Win64\Subject_A119_New-Win64-Shipping.exp
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 22,22 seconds (Local executor: 17,85 seconds)
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 22,5078811s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND COMPLETED **********
UATHelper: Packaging (Windows (64-bit)): Project.Cook: ********** COOK COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Project.Cook: Cleaning cooked data.
UATHelper: Packaging (Windows (64-bit)): CommandUtils.RunCommandlet: Running UE4Editor Cook for project F:\Unreal Engine Projects\Subject_A119_New\Subject_A119_New.uproject
UATHelper: Packaging (Windows (64-bit)): CommandUtils.RunCommandlet: Commandlet log file is C:\Program Files\Epic Games\UE_4.15\Engine\Programs\AutomationTool\Saved\Cook-2017.03.13-01.25.53.txt
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\Win64\UE4Editor-Cmd.exe "F:\Unreal Engine Projects\Subject_A119_New\Subject_A119_New.uproject" -run=Cook  -TargetPlatform=WindowsNoEditor -fileopenlog -unversioned -abslog="C:\Program Files\Epic Games\UE_4.15\Engine\Programs\AutomationTool\Save
d\Cook-2017.03.13-01.25.53.txt" -stdout -CrashForUAT -unattended  -UTF8Output
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: LogInit:Display: Running engine for game: Subject_A119_New
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: LogInit:Display: RandInit(93280866) SRandInit(93280866).
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.55:705][  0]LogConsoleManager:Warning: Setting the console variable 'r.Shadow.RadiusThreshold' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByProjectSetting'. Value remains '0.01'
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.55:705][  0]LogConsoleManager:Warning: Setting the console variable 'r.Streaming.PoolSize' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByProjectSetting'. Value remains '4098'
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.56:758][  0]LogShaderCompilers:Display: Using Local Shader Compiler.
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.57:502][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.57:692][  0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Tom/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.57:711][  0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.58:079][  0]LogCollisionProfile:Warning: Profile (Trigger) - Custom Channel Name = 'Enemy' hasn't been found
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.58:474][  0]LogTemp:Display: Loaded TP AllDesktopTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.58:562][  0]LogTemp:Display: Loaded TP MacClientTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.58:649][  0]LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.58:738][  0]LogTemp:Display: Loaded TP MacServerTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.58:827][  0]LogTemp:Display: Loaded TP MacTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.58:918][  0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:021][  0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:117][  0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:200][  0]LogTemp:Display: Loaded TP WindowsTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:291][  0]LogTemp:Display: Loaded TP AndroidTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:381][  0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:471][  0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:561][  0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:648][  0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:733][  0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:906][  0]LogTemp:Display: Loaded TP Android_MultiTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:906][  0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.25.59:978][  0]LogTemp:Display: Loaded TP HTML5TargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.00:123][  0]LogTemp:Display: Loaded TP IOSTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.00:176][  0]LogTemp:Display: Loaded TP TVOSTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.00:265][  0]LogTemp:Display: Loaded TP LinuxClientTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.00:354][  0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.00:444][  0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.00:535][  0]LogTemp:Display: Loaded TP LinuxTargetPlatform
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.00:535][  0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.10:969][  0]LogCook:Display: Max memory allowance for cook 16384mb min free memory 0mb
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.10:969][  0]LogCook:Display: Mobile HDR setting 1
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.11:403][  0]LogCook:Display: Cooked content cleared for platform WindowsNoEditor
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.11:404][  0]LogCook:Display: Unable to read previous cook inisettings for platform WindowsNoEditor invalidating cook
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.11:466][  0]LogCook:Display: Sandbox cleanup took 0.063 seconds for platforms WindowsNoEditor  iterative false
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.11:512][  0]LogCook:Display: Inisetting is different for Windows EditorKeyBindings UserDefinedChords, Current section doesn't exist
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.11:512][  0]LogCook:Display: Cook invalidated for platform WindowsNoEditor ini settings don't match from last cook, clearing all cooked content
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.11:564][  0]LogCook:Display: Verify cooked packages: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Packages considered for dependency checks: 0, 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Packages failed dependency checks 0, 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Found redirectors: 0, 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Packages Kept: 0, 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Packages Missing: 0, 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Packages Deleted: 0
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.11:576][  0]LogCook:Display: Sandbox cleanup took 0.109 seconds for platforms WindowsNoEditor  iterative true
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:885][  0]LogWindows:Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:885][  0]LogWindows:Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:886][  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:886][  0]LogWindows:Error: Fatal error!
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:886][  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:886][  0]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:886][  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:886][  0]LogWindows:Error: UE4Editor-Engine.dll!UEdGraphPin::ResolveReferencesToPin() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1387]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:886][  0]LogWindows:Error: UE4Editor-Engine.dll!UEdGraphPin::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1345]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:887][  0]LogWindows:Error: UE4Editor-Engine.dll!UEdGraphPin::SerializePin() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1590]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:887][  0]LogWindows:Error: UE4Editor-Engine.dll!UEdGraphPin::SerializePinArray() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1445]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:887][  0]LogWindows:Error: UE4Editor-Engine.dll!UEdGraphNode::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:370]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:887][  0]LogWindows:Error: UE4Editor-BlueprintGraph.dll!UK2Node::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:77]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:888][  0]LogWindows:Error: UE4Editor-BlueprintGraph.dll!UK2Node_CallFunction::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:1855]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:888][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!FLinkerLoad::Preload() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3436]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:888][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!EndLoad() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1601]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:889][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!LoadPackageInternalInner() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1321]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:889][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!LoadPackage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1477]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:890][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!ResolveName() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:756]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:890][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!StaticLoadObjectInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:843]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:890][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!StaticLoadObject() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:903]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:891][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!FRedirectCollector::ResolveStringAssetReference() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\misc\redirectcollector.cpp:193]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:891][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::StartCookByTheBook() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:6061]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:892][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1550]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:893][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:868]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:893][  0]LogWindows:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2005]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:893][  0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:893][  0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:893][  0]LogWindows:Error: UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:894][  0]LogWindows:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:894][  0]LogWindows:Error: KERNEL32.DLL!0x0000000051A08364
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:894][  0]LogWindows:Error: ntdll.dll!0x0000000054125E91
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:894][  0]LogWindows:Error: ntdll.dll!0x0000000054125E91
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:894][  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.13-00.26.22:894][  0]LogWindows:Error: end: stack for UAT
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 32,9120156s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for F:\Unreal Engine Projects\Subject_A119_New\Subject_A119_New.uproject; see log C:\Users\Tom\AppData\Roaming\Unreal Engine\A
utomationTool\Logs\C+Program+Files+Epic+Games+UE_4.15\Cook-2017.03.13-01.26.26.txt
UATHelper: Packaging (Windows (64-bit)):    bij AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
UATHelper: Packaging (Windows (64-bit)):    bij AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectName, String UE4Exe, String[] Maps, String[] Dirs, String InternationalizationPreset, String[] CulturesToCook, String TargetPlatform, String Parameters)
UATHelper: Packaging (Windows (64-bit)):    bij Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)):    --- Einde van intern uitzonderingsstackpad ---
UATHelper: Packaging (Windows (64-bit)):    bij Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)):    bij BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)):    bij BuildCookRun.ExecuteBuild()
UATHelper: Packaging (Windows (64-bit)):    bij AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (64-bit)):    bij AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (Windows (64-bit)):    bij AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Packaging (Windows (64-bit)):    bij AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Windows (64-bit)):    bij AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)):    bij AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure

The solution had something to do with even dispatchers not working properly, I had to read them and it worked.