Project constantly crashing

Hi,

I have a project since the 4.14 version of Unreal.
I have been porting it with no aparent issues but now it keeps crashing. I`m using source control and despite reverting to a previously stable version, the project keeps crashing.

I switched to ReadOnlyTargetRules (or smth) on the constructors, as pointed out by the compiler.

It happens on a new map, without using any of my assets (bp, controllers, game modes…) so I have no idea what could be the problem. It starts, but when I exit the game, it crashes. When I compile two times the project (via a bp) it crashes…

I debugged with visual studio to see where it was crashing but it didn`t help me, as each crash had different values on the variables, despite always being on the same place.

This is the crash report.

Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x63221000

0x0000000063221000
UE4Editor-CoreUObject.dll!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::ProcessObjectArray() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\public\uobject\fastreferencecollector.h:567]
UE4Editor-CoreUObject.dll!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::FCollectorTaskQueue::DoTask() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\public\uobject\fastreferencecollector.h:167]
UE4Editor-CoreUObject.dll!TGraphTask<TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::FCollectorTaskProcessorTask>::ExecuteTask() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasks() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1277]
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1171]
UE4Editor-Core.dll!FTaskThreadBase::Run() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:643]
UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
KERNEL32.DLL!0x000000002F972774
ntdll.dll!0x0000000030730D51
ntdll.dll!0x0000000030730D51

Crash in runnable thread TaskGraphThreadNP 1

Can anyone help me?

Thanks to the logs I fixed some warnings and errors I had on my BP. Yet it keeps crashing.

Ok, so I had a variable that referenced a type that no longer existed (a object type) and despite it not being used, it caused the project to crash.