Editor crashes with no info after clicking on character in PIE mode

I made a relatively simple change to my player character’s C++ code (adding a UWidgetComponent), compiled, ran in PIE mode, ejected from the character, and clicked on it to check some of the component details. This caused the editor to crash with simply “Unreal Engine stopped working”. I’ve since done this upwards of a dozen times, trying various things to try to fix the character… including reverting the change in code AND reverting the blueprint back to a 3 day old autosaved version. There is nothing out of the ordinary in the log, it just ends on this line:

Clicking on Actor (LMB): BP_HailstormHero_C (BP_HailstormHero)

I tried the “Debug” option that was given to me in the “Stopped Working” dialogue box and that simply opened an empty VS window. I’ve scoured UE4’s saved files looking for anything and came up mostly empty. The most interesting thing I’ve found so far is a crash from 3 hours ago (maybe when the issue started?) that seems to imply some sort of issue with Slate.

[2018.03.09-08.00.44:057][735]LogSlate: Took 0.000260 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/Roboto-BoldCondensed.ttf' (158K)
[2018.03.09-08.03.00:471][520]LogEditorTransaction: Undo Replace Widgets
[2018.03.09-08.03.08:783][520]LogStats: FPlatformStackWalk::StackWalkAndDump -  8.309 s
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: === Handled ensure: ===
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: 
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: Ensure condition failed: !PreviewSlateWidgetWeak.IsValid() [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Editor\UMGEditor\Private\WidgetBlueprintEditor.cpp] [Line: 787]
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: 
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: Stack: 
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: [Callstack] 0x00000000E7F82786 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: [Callstack] 0x00000000E7D2123A UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:298]
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: [Callstack] 0x00000000E7D3B906 UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: [Callstack] 0x00000000DDA53A70 UE4Editor-UMGEditor.dll!FWidgetBlueprintEditor::DestroyPreview() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\umgeditor\private\widgetblueprinteditor.cpp:787]
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: [Callstack] 0x00000000DDAC014E UE4Editor-UMGEditor.dll!FWidgetBlueprintEditor::OnBlueprintChangedImpl() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\umgeditor\private\widgetblueprinteditor.cpp:304]
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: [Callstack] 0x00000000E1E50B8C UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(UBlueprint * __ptr64)>::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
[2018.03.09-08.03.08:783][520]LogOutputDevice: Error: [Callstack] 0x00000000E1E5588C UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(UBlueprint * __ptr64)>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434]
[2018.03.09-08.03.08:784][520]LogOutputDevice: Error: [Callstack] 0x00000000E519D4D7 UE4Editor-Engine.dll!TBaseMulticastDelegate<void,UBlueprint * __ptr64>::Broadcast() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
[2018.03.09-08.03.08:784][520]LogOutputDevice: Error: [Callstack] 0x00000000E3C4B5FF UE4Editor-UnrealEd.dll!FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:2110]
[2018.03.09-08.03.08:784][520]LogOutputDevice: Error: [Callstack] 0x00000000E1FBE721 UE4Editor-Kismet.dll!FixSubObjectReferencesPostUndoRedo() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\kismet\private\blueprinteditormodule.cpp:164]

At this point I’m completely at a loss. Nothing with the C++ or blueprint has changed whatsoever and I can’t check my character during runtime. Additionally my character looks very strange in-game, with components in the wrong place. How do I even go about fixing this?

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form

Thanks

I understand this but there’s no recreation steps. I’m mostly just looking for a reasonable workaround