[BUG] Unable to start Editor. Assertion failed: ChildClass->GetSuperClass() == ClassToReinstance || ChildClass->GetSuperClass() == DuplicatedClass

I have a Blueprint Function Library and inside that i have a function that returns the active HUD used in Game Mode. Now because of that function am unable to start the editor. Weird thing is the editor was working fine (i have restarted the editor multiple times) until i restarted my PC. Now my project wont load. :frowning:

Using 4.2.1 compiled from Github. I have attached my log + blueprint function library with this post.

This is the essential part from log:

LogBlueprint:Error: [compiler] Error Function 'ActiveHUD' called from  Active HUD  should not be called from a Blueprint

LogBlueprint:Warning: [compiler] Warning [0004.69] Compile of RTS_Character failed. 1 Fatal Issue(s) 0 Warning(s) [in 10 ms]

LogWindows:Error: appError called: Assertion failed: ChildClass->GetSuperClass() == ClassToReinstance || ChildClass->GetSuperClass() == DuplicatedClass [File:D:\__DEPOT__\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetReinstanceUtilities.cpp] [Line: 520]

Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0xf43ee876 + 0 bytes [File=d:\__depot__\unrealengine\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0xf4290f85 + 0 bytes [File=d:\__depot__\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
FBlueprintCompileReinstancer::ReparentChild() 0xdfaf9164 + 0 bytes [File=d:\__depot__\unrealengine\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:522] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FBlueprintCompileReinstancer::ReparentChild() 0xdfaf90c2 + 0 bytes [File=d:\__depot__\unrealengine\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:511] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FBlueprintCompileReinstancer::FBlueprintCompileReinstancer() 0xdfac1a31 + 0 bytes [File=d:\__depot__\unrealengine\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:78] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FKismet2CompilerModule::CompileBlueprint() 0xeae65f90 + 53 bytes [File=d:\__depot__\unrealengine\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:201] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll]
FKismetEditorUtilities::CompileBlueprint() 0xdfadac13 + 0 bytes [File=d:\__depot__\unrealengine\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:331] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FBlueprintEditorUtils::RegenerateBlueprintClass() 0xdfaa58fd + 25 bytes [File=d:\__depot__\unrealengine\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:1036] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
ULinkerLoad::RegenerateBlueprintClass() 0xf4f3e376 + 0 bytes [File=d:\__depot__\unrealengine\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:94] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
ULinkerLoad::CreateExport() 0xf4f767db + 14 bytes [File=d:\__depot__\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3188] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
ULinkerLoad::LoadAllObjects() 0xf4f8e4b2 + 10 bytes [File=d:\__depot__\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2500] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
LoadPackage() 0xf5042bda + 0 bytes [File=d:\__depot__\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:823] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
ULinkerLoad::VerifyImportInner() 0xf4fa0c5d + 46 bytes [File=d:\__depot__\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2142] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
ULinkerLoad::VerifyImport() 0xf4f9ffb2 + 16 bytes [File=d:\__depot__\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1940] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
ULinkerLoad::VerifyImportInner() 0xf4fa0d89 + 0 bytes [File=d:\__depot__\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2178] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
ULinkerLoad::VerifyImport() 0xf4f9ffb2 + 16 bytes [File=d:\__depot__\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1940] [in D:\__DEPOT__\UnrealEngine\Engine\Binaries\Win64\UE4
[2014.07.12-13.06.59:541][  0]LogWindows:Error: Windows GetLastError: The specified module could not be found. (126)

Download

Ok so luckily i had a backup of RTS_Character and using that i am now able to open my project. I found the issue was whenever i add ActiveHUD function in RTS_Character Blueprint, it will compile and i can play and do everything but once i close the editor and try to open it again…it wont.

This is the ActiveHUD Function (Created in Blueprint Function Library)

And below setup is what causes the issue. If i change my RTS_Character Blueprint like this, it compiles and runs smooth and shows no issues but once i close the editor and try to open it again…editor crashes.

Howdy ryanjon2040,

Thank you for reporting this issue. I was able to successfully open the asset in my test project and look at the Blueprint setup. I saw the errors and compiled. I then exited the editor and re-opened the editor just fine. No crash. Is there any steps that I am currently missing? Also, are any of the nodes code based and/or custom?

Thanks and have a great day!

Thank you Sean,

Unfortunately the error still appears and i still cant open the editor. I have uploaded my entire project to my dropbox so if possible, can you give me your email ID? I can then send you the whole project so you can see whats the issue.

It seems all the blueprints that use ActiveHUD function fails to load.

Would it be easier to send it to me through the Forums?

Oh yeah sure…lol i forgot about forums PM. :slight_smile:

I’ve sent the project to you via forum. Please check your inbox.

Howdy ryanjon2040,

Thank you for sending me your file. After downloading and creating a project from it, I was able to see an immediate crash. I have entered a bug report for the issue so that it may be fixed in a future release.

Thanks again and have a great day!

Hi Sean,

After changing Startup Map, Default Map and Game mode via config i was able to open the editor but thats it. If i right click or try to open any Blueprint, editor crashes.

Config changes:

In RTSExample\Saved\Config\Windows\Engine.ini i changed to this:

[/Script/EngineSettings.GameMapsSettings]
TransitionMap=
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop

Now this is the error i get:

[2014.08.02-03.45.49:009][997]LogBlueprint:Error: [compiler] Error Function 'ActiveHUD' called from  Active HUD  should not be called from a Blueprint
[2014.08.02-03.45.49:009][997]LogBlueprint:Error: [compiler] Error Function 'ActiveHUD' called from  Active HUD  should not be called from a Blueprint
[2014.08.02-03.45.49:009][997]LogBlueprint:Error: [compiler] Error Function 'ActiveHUD' called from  Active HUD  should not be called from a Blueprint
[2014.08.02-03.45.49:010][997]LogBlueprint:Error: [compiler] Error Function 'ActiveHUD' called from  Active HUD  should not be called from a Blueprint
[2014.08.02-03.45.49:012][997]LogBlueprint:Warning: [compiler] Warning [0218.03] Compile of RTS_Resource_Master failed. 4 Fatal Issue(s) 0 Warning(s) [in 29 ms]
[2014.08.02-03.45.49:138][997]LogBlueprint:Error: [compiler] Error Function 'ActiveHUD' called from  Active HUD  should not be called from a Blueprint
[2014.08.02-03.45.49:140][997]LogBlueprint:Warning: [compiler] Warning [0218.16] Compile of RTS_Controller failed. 1 Fatal Issue(s) 0 Warning(s) [in 23 ms]
[2014.08.02-03.45.49:432][997]LogCrashTracker: 


[2014.08.02-03.46.21:768][997]LogCrashTracker: 


[2014.08.02-03.46.21:768][997]LogWindows: === Critical error: ===
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0c470000

I have attached the dump file + log with this post.

DumpAndLog

Hi Sean,

Sorry to bother but can i expect a hot fix for this issue? I still cant open my RTS Project so i am unable to work. Just now i downloaded 4.4 Preview and the issue still persists.

Hey ryanjon.

I have just checked to see the workflow of the issue and it has yet to be resolved. It has been assigned and is being looked into. Unfortunately, I am unsure as to when a fix for the issue will be but I will be sure to keep you posted as soon as I see a change in the bug workflow.

Again, we are very sorry about the issue occurring. Thanks for your patience!

No worries Sean…I’ll wait. :slight_smile: