Engine crash on BP compilation

hey, i am experiencing a crash every time i try to compile one specific blueprint. it inheritcs directly from the native Character class.

this blueprint is very massive and was compiling fine for all it’s history.

may be important: since a couple of weeks before the crashes started occurring, for some reason the compilation button in bp editor remained orange (dirty blueprint, needs recompile) even after recompilations, the blueprint however were still functioning just like it had to, including newly compiled changes.

log:

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

UE4Editor_CoreUObject!FObjectDuplicationParameters::FObjectDuplicationParameters() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1857]
UE4Editor_UMG!UUserWidget::TemplateInitInner() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\umg\private\userwidget.cpp:126]
UE4Editor_UMG!::operator()() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\umg\private\userwidget.cpp:176]
UE4Editor_UMG!UWidgetTree::ForWidgetAndChildren() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\umg\private\widgettree.cpp:181]
UE4Editor_UMG!UUserWidget::TemplateInitInner() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\umg\private\userwidget.cpp:150]
UE4Editor_UMG!UUserWidget::TemplateInit() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\umg\private\userwidget.cpp:111]
UE4Editor_UMGEditor!FWidgetBlueprintCompiler::PostCompile() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\umgeditor\private\widgetblueprintcompiler.cpp:513]
UE4Editor_KismetCompiler!FKismetCompilerContext::CompileFunctions() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:4277]
UE4Editor_UMGEditor!FUMGEditorModule::Compile() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\umgeditor\private\umgeditormodule.cpp:160]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:119]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:247]
UE4Editor_UnrealEd!FKismetEditorUtilities::RecompileBlueprintBytecode() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:1024]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:914]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:889]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3292]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper __cdecl(void)>::Execute() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:305]
UE4Editor_Slate!TMemberFunctionCaller::operator()<>() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:165]
UE4Editor_Slate!UE4Tuple_Private::TTupleImpl >::ApplyAfter >() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\templates\tuple.h:497]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
UE4Editor_Slate!::operator()() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5049]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:239]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5038]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5515]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5495]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1704]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2127]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:867]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:714]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:1009]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3058]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4+release-4.16+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:253]
kernel32
ntdll

Hello Arty,

Maybe you can fix it by replacing it with backup files. For this Project Folder > Saved > Auto Saves > Your Corrupted Files, later copy and paste content folder. I hope helpful this.

i have a source control for pulling the backup, yet i would not want to do that unless completely necessary because of progress loss. thank you for the advice though.

I experience this issue as well. Recently i had a broken widget cause by circular dependency (REINST bug).
After moving every dependency up to the parent widget, it started to crash with the same error at the cook of this parent widget when attempting to build.

In case it can help someone. After 4.22.2 update I get from time to time blueprint errors (cannot access dispatcher or variables). And it fails to cook the project. Seems the blueprint is corrupted. The solution that worked for me so far is to delete all the nodes in the corrupted blueprint, save it and put the nodes back. No error afterwards.

hmm interesting. i might try this the next time it happen to me. thanks for sharing