Blueprint causes crash on editor load

Having very strange issue with one blueprint that works without issues in editor. But once I save it and reload editor. The editor crashes everything on load. Been using back up for the blueprint, but everytimes the same issue when I work on it and save. The blueprint works without issues while in editor/play testing, but wont allow to load editor next time.

The blueprint is using sav-file to save and load data. Having some structures as variables. Nothing else special in it.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

Attached multiple crashfiles with the same crash + log.
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Hello SaOk,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any settings/blueprints that may be involved?
  4. Could you provide the complete callstack from crash reporter (including the machine ID)?

Only getting this in the crash reporter.

"LoginId:f87b756443f95ce9986941a672fe5264
EpicAccountId:a9f7074a1ed04383904dad869336289e

You do not have any debugging symbols required to display the callstack for this crash."

Seems like it crashes when I add spawn from pool function the uses gamestate to find the pool. Just strange that the pool works the same way in other blueprints. Or it dosent like Basic interface events.

Dont know yet how to reproduce the issue, but will do testing. Maybe it dosent like the gamestate being involved.

Blueprint settings are normal, except tick is set 1 second. Nothing in construction.

EDIT: Its the pool spawning code. Looking more into it if finding something.

Got rid of the crash after removing reference to certain blueprint that have character pools (from object pool plugin, from marketplace). Communicating with it now using interface call to game state and game state put the message forward to that blueprint. It only have beginplay code with gamestate cast to set pool-blueprint reference into gamestate.

Very unkown why it did that, but can now avoid it. Will report to the plugin creator if finding something.