USTRUCT with UAnimSequence * crashes Editor

Hey,

If I declare :

USTRUCT(Atomic, BlueprintType)
struct FDemoStruct
{
	GENERATED_USTRUCT_BODY();

	/*Reference anim*/
	//UPROPERTY(EditAnywhere, BlueprintReadWrite) UAnimSequence * ReferenceAnim;
};

the editor crashes when I try to edit the blueprint of the actor that contains an instance of this struct.

The crash report :

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

UE4Editor_CoreUObject!UObjectBaseUtility::GetPathName() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:49]
UE4Editor_CoreUObject!UObjectBaseUtility::GetPathName() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:32]
UE4Editor_CoreUObject!UObjectPropertyBase::GetExportPath() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertybaseobject.cpp:166]
UE4Editor_CoreUObject!UObjectPropertyBase::ExportTextItem() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertybaseobject.cpp:212]
UE4Editor_CoreUObject!UProperty::ExportText_Direct() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\property.cpp:611]
UE4Editor_CoreUObject!UScriptStruct::ExportText() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:2177]
UE4Editor_CoreUObject!UStructProperty::ExportTextItem() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertystruct.cpp:234]
UE4Editor_CoreUObject!UArrayProperty::ExportTextItem() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertyarray.cpp:318]
UE4Editor_CoreUObject!UProperty::ExportText_Direct() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\property.cpp:611]
UE4Editor_BlueprintGraph!UK2Node_MakeStruct::FMakeStructPinManager::CustomizePinData() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node_makestruct.cpp:102]
UE4Editor_BlueprintGraph!FOptionalPinManager::CreateVisiblePins() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:1109]
UE4Editor_BlueprintGraph!UK2Node_MakeStruct::AllocateDefaultPins() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node_makestruct.cpp:163]
UE4Editor_BlueprintGraph!UBlueprintNodeSpawner::Prime() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\blueprintnodespawner.cpp:94]
UE4Editor_BlueprintGraph!FBlueprintActionDatabase::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\blueprintactiondatabase.cpp:1097]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\public\tickableeditorobject.h:21]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1397]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
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

Thanks

Hello Phenicks,

I tried reproducing this issue by using the code you provided and I’m not seeing any crashes. Where are you adding this struct to the blueprint actor that you’re editing? Are you adding it as a variable in the blueprint class itself or is it already added to the actor class that the blueprint is based off of? When you mention that you crash while editing the blueprint, what exactly are you doing to trigger it?

Have you tried defaulting ReferenceAnim to be nullptr ?

We haven’t heard from you in a while, Phenicks. Are you still experiencing this issue? If so, can you provide the information I requested? In the meantime, I’ll be marking this issue as resolved for tracking purposes.

Sorry, did not see reply. Will test again to try and reproduce on a clean implementation.

I solved it by loading a default UAnimSequence on the struct constructor