Editor crash on start up or compile, possible corrupt class

I’ve been trying to fix this all day with no luck so far, Editor keeps on crashing (if .umap is on on Startup at 93%)with anything related to this class: https://pastebin.com/dQCeykRB

This is the version of it I have right now, i’ve changed includes and Ustructs with no luck so far, but i’m guess that’s where the error lies.
I’ve tried deleting Intermediated/Saved/Binaries with no luck. It must be something simple i’m misssing, i’m just starting with unreal and c++.

Ubuntu 4.18, UE 4.19.2

The diagnostic file.

OS version Linux 4.15.0-45-generic ()
Running 4 x86_64 processors (8 logical cores)
Exception was "SIGSEGV: invalid attempt to read memory at address 0x00000000000000ca"

<SOURCE START>
<SOURCE END>

<CALLSTACK START>
Unknown!FLinuxPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*) + some bytes
Unknown!FGenericPlatformStackWalk::StackWalkAndDump(char*, unsigned long, int, void*) + some bytes
Unknown!FLinuxCrashContext::CaptureStackTrace() + some bytes
Unknown!CommonLinuxCrashHandler(FGenericCrashContext const&) + some bytes
Unknown!PlatformCrashHandler(int, siginfo_t*, void*) + some bytes
Unknown!/lib/x86_64-linux-gnu/libpthread.so.0(+0x12890) [0x7fa4b7b75890] + some bytes
Unknown!UObjectBaseUtility::IsA(UClass const*) const + some bytes
Unknown!FBlueprintSupport::RegisterDeferredDependenciesInStruct(UStruct const*, void*) + some bytes
Unknown!UUserDefinedStruct::InitializeStruct(void*, int) const + some bytes
Unknown!FObjectInitializer::InitNonNativeProperty(UProperty*, UObject*) + some bytes
Unknown!FObjectInitializer::InitProperties(UObject*, UClass*, UObject*, bool) + some bytes
Unknown!FObjectInitializer::PostConstructInit() + some bytes
Unknown!FObjectInitializer::~FObjectInitializer() + some bytes
Unknown!UClass::CreateDefaultObject() + some bytes
Unknown!FLinkerLoad::CreateExport(int) + some bytes
Unknown!FLinkerLoad::IndexToObject(FPackageIndex) + some bytes
Unknown!FLinkerLoad::operator<<(UObject*&) + some bytes
Unknown!non-virtual thunk to FLinkerLoad::operator<<(UObject*&) + some bytes
Unknown!UClass::Serialize(FArchive&) + some bytes
Unknown!UBlueprintGeneratedClass::Serialize(FArchive&) + some bytes
Unknown!FLinkerLoad::Preload(UObject*) + some bytes
Unknown!FLinkerLoad::CreateExport(int) + some bytes
Unknown!FLinkerLoad::IndexToObject(FPackageIndex) + some bytes
Unknown!FLinkerLoad::CreateExport(int) + some bytes
Unknown!FLinkerLoad::LoadAllObjects(bool) + some bytes
Unknown!LoadPackageInternal(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::CreateImport(int) + some bytes
Unknown!FLinkerLoad::ResolveDependencyPlaceholder(FLinkerPlaceholderBase*, UClass*, FName) + some bytes
Unknown!FLinkerLoad::ResolveDeferredDependencies(UStruct*) + some bytes
Unknown!FLinkerLoad::ResolveAllImports() + some bytes
Unknown!FLinkerLoad::FinalizeBlueprint(UClass*) + some bytes
Unknown!FLinkerLoad::Preload(UObject*) + some bytes
Unknown!FLinkerLoad::CreateExport(int) + some bytes
Unknown!FLinkerLoad::IndexToObject(FPackageIndex) + some bytes
Unknown!FLinkerLoad::CreateExport(int) + some bytes
Unknown!FLinkerLoad::LoadAllObjects(bool) + some bytes
Unknown!LoadPackageInternal(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::CreateImport(int) + some bytes
Unknown!FLinkerLoad::ResolveDependencyPlaceholder(FLinkerPlaceholderBase*, UClass*, FName) + some bytes
Unknown!FLinkerLoad::ResolveDeferredDependencies(UStruct*) + some bytes
Unknown!FLinkerLoad::Preload(UObject*) + some bytes
Unknown!FLinkerLoad::CreateExport(int) + some bytes
Unknown!FLinkerLoad::IndexToObject(FPackageIndex) + some bytes
Unknown!FLinkerLoad::CreateExport(int) + some bytes
Unknown!FLinkerLoad::LoadAllObjects(bool) + some bytes
Unknown!LoadPackageInternal(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::Verify() + some bytes
Unknown!FLinkerLoad::FinalizeCreation() + some bytes
Unknown!FLinkerLoad::Tick(float, bool, bool) + some bytes
Unknown!FLinkerLoad::CreateLinker(UPackage*, wchar_t const*, unsigned int) + some bytes
Unknown!GetPackageLinker(UPackage*, wchar_t const*, unsigned int, UPackageMap*, FGuid*) + some bytes
Unknown!LoadPackageInternal(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::Verify() + some bytes
Unknown!FLinkerLoad::FinalizeCreation() + some bytes
Unknown!FLinkerLoad::Tick(float, bool, bool) + some bytes
Unknown!FLinkerLoad::CreateLinker(UPackage*, wchar_t const*, unsigned int) + some bytes
Unknown!GetPackageLinker(UPackage*, wchar_t const*, unsigned int, UPackageMap*, FGuid*) + some bytes
Unknown!LoadPackageInternal(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::Verify() + some bytes
Unknown!FLinkerLoad::FinalizeCreation() + some bytes
Unknown!FLinkerLoad::Tick(float, bool, bool) + some bytes
Unknown!FLinkerLoad::CreateLinker(UPackage*, wchar_t const*, unsigned int) + some bytes
Unknown!GetPackageLinker(UPackage*, wchar_t const*, unsigned int, UPackageMap*, FGuid*) + some bytes
Unknown!LoadPackageInternal(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::Verify() + some bytes
Unknown!FLinkerLoad::FinalizeCreation() + some bytes
Unknown!FLinkerLoad::Tick(float, bool, bool) + some bytes
Unknown!FLinkerLoad::CreateLinker(UPackage*, wchar_t const*, unsigned int) + some bytes
Unknown!GetPackageLinker(UPackage*, wchar_t const*, unsigned int, UPackageMap*, FGuid*) + some bytes
Unknown!LoadPackageInternal(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes
Unknown!FLinkerLoad::VerifyImportInner(int, FString&) + some bytes
Unknown!FLinkerLoad::VerifyImport(int) + some bytes

<CALLSTACK END>

Sorry for just a very generic advice, but maybe you could run that under gdb (preferably Debug editor) and find out what class it is casting from and to? If that sounds too complicated, maybe try removing members from USTRUCT (especially the last one) and see when it stops crashing?

gdb was what made the difference, i had removed members before.
The error was having a blueprint struct sharing the same name as the c++ struct.
once again still starting out.
For reference all i did as debug was.

`

  • cd /UnrealEngine/4.19/Engine/Binaries/
  • gdb UE4Editor
  • set args $MyProject/$MyProject.uproject
  • and look through the log till conclusion`

Guess i skipped that at A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums

Thank you.