Weird compiler issues

Hey guys so I fixed the testoutcharacter issue so no worries there and the other warnings. Its building right now. However I still come up with 27 errors and I cannot figure out whats going on from here
LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
LogInit: Display: LogOutputDevice: Error:
LogInit: Display: LogOutputDevice: Error: Ensure condition failed: Lhs.Array.Num() == Lhs.InitialNum [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/SparseArray.h] [Line: 781]
LogInit: Display: LogOutputDevice: Error: Container has changed during ranged-for iteration!
LogInit: Display: LogOutputDevice: Error: Stack:
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x000000003A7A2786 UE4Editor-Core.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x000000003A54123A UE4Editor-Core.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x000000003A55B906 UE4Editor-Core.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x0000000043B85855 UE4Editor-Foliage.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x0000000039FEE88D UE4Editor-CoreUObject.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x000000003A0ADA4C UE4Editor-CoreUObject.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x000000003A0C51E9 UE4Editor-CoreUObject.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x000000003A0C4704 UE4Editor-CoreUObject.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000337C68B3 UE4Editor-UnrealEd.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000337FD7BB UE4Editor-UnrealEd.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x0000000033697D61 UE4Editor-UnrealEd.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000336BF391 UE4Editor-UnrealEd.dll!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000EA56D25F UE4Editor-Cmd.exe!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000EA56525A UE4Editor-Cmd.exe!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000EA5654AA UE4Editor-Cmd.exe!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000EA572379 UE4Editor-Cmd.exe!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000EA573193 UE4Editor-Cmd.exe!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x0000000065622774 KERNEL32.DLL!UnknownFunction []
LogInit: Display: LogOutputDevice: Error: [Callstack] 0x0000000067DD0D51 ntdll.dll!UnknownFunction []

You are using a ranged-based for loop and change the array inside it. This is undefined behaviour.
In my case it only triggered a breakpoint when debugging, and delayed the game for a second when executing.
Try using an index-based for loop or something else. If you post the code I could help you figuring out how you can change it.

that’s the thing I am only using blueprints. I am not actually writing code so I have no idea how to even find this issue.

Try creating a debug build, so we may get more infos from the callstack.

I am uploading the actual log into dropbox. I am wondering if this has to do with a particle?

https://drive.google.com/open?id=1Cy5xPofePcf231Xa0lNzJgi-5Z5ho13k heres the link to the logs

Was this a debug build?

no its the logs. I am not even sure how to build a debug build is that development?

The callstack you posted does not name any methods that my lead us to the error. Therefore you may need debug symbols.
But it looks for me that this is not an error in your project but something in the engine where the error occurs.

let me uninstall and reinstall the engine

What you also can try is to open Visual Studio and changing to DebugGame Editor configuration. Then press F5 (Editor has to be closed). This spawns a new editor instance with your project. From there you can build. If you are lucky the error is inside it and a break will occur on that error so you see where the problem is.

I can’t even generate visual studios files it won’t let me it it says no source. Epic any issues with the 4.18 hot fix. I have never experienced anything like this before.

i’m having the same kind of errors, did you fix it?

LogInit: Display: LogOutputDevice: Error: Ensure condition failed: Lhs.Array.Num() == Lhs.InitialNum [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/SparseArray.h] [Line: 781]

this line always pops up still cannot figure it out.

Same error. I’ve just reverted to 4.17.2 and it helped. But I have a bunch of levels made with 4.18.2 so I don’t know what to do - recreate those levels with 4.17.2 or wait for some fix in further versions…