UInterface::StaticClass() Assertion Failed Crash

Hello,

I have created an interface for the project currently used and am happy to say that the Interface setup works well.

However, I am currently facing a bit of a stop-wall. I’m creating a custom Damage System (that has my damage communication needs) and am following the same execution Style as the Default In-engine:

  • UInterface Class Exists
  • Function Library Wraps it (and makes its execution easy; see the normal apply damage functions from GameplayStatistic).

I’ve created functions similar to those and they’re crashing the Engine. However, the crash comes from an Assertion Failed.
The code in the Function Library is the following:

bool UCMLibrary::DoesActorImplementCMInterfaces(AActor* Actor, UObject* &Implementing)
{
    if (Actor)
    {
        ICMInterfaces* ICMItem = Cast<ICMInterfaces>(Actor);
        if (ICMItem)
        {
            Implementing = Cast<UObject>(ICMItem);
            return true;
        }
        else //Actor doesn't. Let's look at the Actor's Components!
        {
            bool Success = false;
            TArray<UActorComponent*> ActorCompList;
            Actor->GetComponents(ActorCompList, true);
            if (ActorCompList.Num() > 0)
            {
                for (int Z = 0; (Z < ActorCompList.Num()) && !Success; Z++)
                {
                    ICMItem = Cast<ICMInterfaces>(ActorCompList[Z]);
                    Success = ICMItem;
                }
                if (ICMItem)
                {
                    Implementing = Cast<UObject>(ICMItem);
                }
            }
            return Success;
        }
    }
    else
    {
        return false;
    }
}

Here’s the fun part. If I execute this function inside an Actor Component / Actor Class (tested this both in C++ Classes and Blueprint Classes), this function works wonderfully. If however I access this function inside the UCMLibrary Class, I get the mentioned Assertion Failed Error.

What am I doing wrong / What should I be doing instead?

Thanks!

=========================
Clarifying edit: The same happens if I use the following:

Actor->GetClass-()>ImplementsInterface(UCMInterfaces::StaticClass())

//Or with Any other UObject Type.

========================
I’m also adding the segment in CMInterfaces.gen.cpp responsible for this function:

	struct Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics
	{
		static const UE4CodeGen_Private::FFloatPropertyParams NewProp_ReturnValue;
		static const UE4CodeGen_Private::FStructPropertyParams NewProp_DamageData;
		static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
		static const UE4CodeGen_Private::FFunctionParams FuncParams;
	};
	const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::NewProp_ReturnValue = { UE4CodeGen_Private::EPropertyClass::Float, "ReturnValue", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000580, 1, nullptr, STRUCT_OFFSET(CMInterfaces_eventI_ApplyDamage_Parms, ReturnValue), METADATA_PARAMS(nullptr, 0) };
	const UE4CodeGen_Private::FStructPropertyParams Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::NewProp_DamageData = { UE4CodeGen_Private::EPropertyClass::Struct, "DamageData", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000080, 1, nullptr, STRUCT_OFFSET(CMInterfaces_eventI_ApplyDamage_Parms, DamageData), Z_Construct_UScriptStruct_FMakeDamageSentData, METADATA_PARAMS(nullptr, 0) };
	const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::PropPointers[] = {
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::NewProp_ReturnValue,
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::NewProp_DamageData,
	};
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::Function_MetaDataParams[] = {
		{ "Category", "CMBPF | Interfaces | Main | Damage" },
		{ "ModuleRelativePath", "Libraries/CMInterfaces.h" },
	};
#endif
	const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UCMInterfaces, "I_ApplyDamage", RF_Public|RF_Transient|RF_MarkAsNative, nullptr, (EFunctionFlags)0x0C020C00, sizeof(CMInterfaces_eventI_ApplyDamage_Parms), Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::PropPointers, ARRAY_COUNT(Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::PropPointers), 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::Function_MetaDataParams, ARRAY_COUNT(Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::Function_MetaDataParams)) };
	UFunction* Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage()
	{
		static UFunction* ReturnFunction = nullptr;
		if (!ReturnFunction)
		{
			UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::FuncParams);
		}
		return ReturnFunction;
	}

And here’s the CrashContext Runtime

<?xml version="1.0" encoding="UTF-8"?>
<FGenericCrashContext>
	<RuntimeProperties>
		<CrashVersion>3</CrashVersion>
		<CrashGUID>UE4CC-Windows-50700E1F496838557D380E80AA6FE851_0000</CrashGUID>
		<ProcessId>6604</ProcessId>
		<IsInternalBuild>false</IsInternalBuild>
		<IsPerforceBuild>false</IsPerforceBuild>
		<IsSourceDistribution>false</IsSourceDistribution>
		<IsEnsure>true</IsEnsure>
		<IsAssert>false</IsAssert>
		<CrashType>Ensure</CrashType>
		<SecondsSinceStart>0</SecondsSinceStart>
		<GameName>UE4-DBS</GameName>
		<ExecutableName>UE4Editor</ExecutableName>
		<BuildConfiguration>Development</BuildConfiguration>
		<GameSessionID />
		<PlatformName>Windows</PlatformName>
		<PlatformNameIni>Windows</PlatformNameIni>
		<EngineMode>Editor</EngineMode>
		<EngineModeEx>Dirty</EngineModeEx>
		<DeploymentName />
		<EngineVersion>4.20.3-4369336+++UE4+Release-4.20</EngineVersion>
		<CommandLine>&quot;H:\Project\Project.uproject&quot;</CommandLine>
		<LanguageLCID>1033</LanguageLCID>
		<AppDefaultLocale>en-US</AppDefaultLocale>
		<BuildVersion>++UE4+Release-4.20-CL-4369336</BuildVersion>
		<IsUE4Release>true</IsUE4Release>
		<UserName>M153</UserName>
		<BaseDir>H:/UE4/UE_4.20/Engine/Binaries/Win64/</BaseDir>
		<RootDir>H:/UE4/UE_4.20/</RootDir>
		<MachineId>B3C7519849A374D9F5A1019AED498EBE</MachineId>
		<LoginId>b3c7519849a374d9f5a1019aed498ebe</LoginId>
		<EpicAccountId>e400c92b77ab4737a0721ada80f9c9c0</EpicAccountId>
		<CallStack>UE4Editor_Core!FDebug::OptionallyLogFormattedEnsureMessageReturningFalseImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:439]
UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::AllocateDefaultPins() [d:\build\++ue4\sync\engine\source\editor\blueprintgraph\private\k2node_callarrayfunction.cpp:21]
UE4Editor_BlueprintGraph!UK2Node_CallFunction::ReallocatePinsDuringReconstruction() [d:\build\++ue4\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:686]
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() [d:\build\++ue4\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:581]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::ReconstructNode() [d:\build\++ue4\sync\engine\source\editor\blueprintgraph\private\edgraphschema_k2.cpp:4442]
UE4Editor_UnrealEd!FBlueprintEditorUtils::ReconstructAllNodes() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:566]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:724]
UE4Editor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2165]
UE4Editor_Engine!UBlueprintGeneratedClass::ConditionalRecompileClass() [d:\build\++ue4\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:264]
UE4Editor_CoreUObject!FScopedClassDependencyGather::~FScopedClassDependencyGather() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:477]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4250]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4467]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3864]
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2925]
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3087]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1364]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2602]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2345]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2650]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2345]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2650]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2345]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2124]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2034]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:749]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:452]
UE4Editor_CoreUObject!GetPackageLinker() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linker.cpp:716]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1276]
UE4Editor_CoreUObject!LoadPackage() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1471]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:2511]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:5992]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:5469]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:696]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2355]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3721]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:348]
UE4Editor_UnrealEd!EditorInit() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedglobals.cpp:97]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:150]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll</CallStack>
		<PCallStack />
		<SourceContext>    6       #include &quot;UObject/BlueprintsObjectVersion.h&quot;
    7       #include &quot;Kismet/KismetArrayLibrary.h&quot; // for Array_Get()
    8       #include &quot;Algo/Transform.h&quot;
    9       
   10       UK2Node_CallArrayFunction::UK2Node_CallArrayFunction(const FObjectInitializer&amp; ObjectInitializer)
   11       	: Super(ObjectInitializer)
   12       {
   13       }
   14       
   15       void UK2Node_CallArrayFunction::AllocateDefaultPins()
   16       {
   17       	Super::AllocateDefaultPins();
   18       
   19       	UEdGraphPin* TargetArrayPin = GetTargetArrayPin();
   20 ***** 	if (ensure(TargetArrayPin))
   21       	{
   22       		TargetArrayPin-&gt;PinType.ContainerType = EPinContainerType::Array;
   23       		TargetArrayPin-&gt;PinType.bIsReference = true;
   24       		TargetArrayPin-&gt;PinType.PinCategory = UEdGraphSchema_K2::PC_Wildcard;
   25       		TargetArrayPin-&gt;PinType.PinSubCategory = NAME_None;
   26       		TargetArrayPin-&gt;PinType.PinSubCategoryObject = nullptr;
   27       	}
   28       
   29       	TArray&lt; FArrayPropertyPinCombo &gt; ArrayPins;
   30       	GetArrayPins(ArrayPins);
   31       	for(auto Iter = ArrayPins.CreateConstIterator(); Iter; ++Iter)
   32       	{
   33       		if(Iter-&gt;ArrayPropPin)
   34       		{
   35       			Iter-&gt;ArrayPropPin-&gt;bHidden = true;</SourceContext>
		<UserDescription>Sent in the unattended mode</UserDescription>
		<UserActivityHint>EditorInit</UserActivityHint>
		<ErrorMessage>Ensure condition failed: TargetArrayPin [File:D:\Build\++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_CallArrayFunction.cpp] [Line: 21]</ErrorMessage>
		<CrashDumpMode>0</CrashDumpMode>
		<CrashReporterMessage />
		<Misc.NumberOfCores>4</Misc.NumberOfCores>
		<Misc.NumberOfCoresIncludingHyperthreads>8</Misc.NumberOfCoresIncludingHyperthreads>
		<Misc.Is64bitOperatingSystem>1</Misc.Is64bitOperatingSystem>
		<Misc.CPUVendor>GenuineIntel</Misc.CPUVendor>
		<Misc.CPUBrand>Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz</Misc.CPUBrand>
		<Misc.PrimaryGPUBrand>NVIDIA GeForce GTX 970</Misc.PrimaryGPUBrand>
		<Misc.OSVersionMajor>Windows 10</Misc.OSVersionMajor>
		<Misc.OSVersionMinor />
		<GameStateName />
		<MemoryStats.TotalPhysical>17042198528</MemoryStats.TotalPhysical>
		<MemoryStats.TotalVirtual>140737488224256</MemoryStats.TotalVirtual>
		<MemoryStats.PageSize>4096</MemoryStats.PageSize>
		<MemoryStats.TotalPhysicalGB>16</MemoryStats.TotalPhysicalGB>
		<MemoryStats.AvailablePhysical>5332365312</MemoryStats.AvailablePhysical>
		<MemoryStats.AvailableVirtual>140727554777088</MemoryStats.AvailableVirtual>
		<MemoryStats.UsedPhysical>4314660864</MemoryStats.UsedPhysical>
		<MemoryStats.PeakUsedPhysical>4315676672</MemoryStats.PeakUsedPhysical>
		<MemoryStats.UsedVirtual>4516376576</MemoryStats.UsedVirtual>
		<MemoryStats.PeakUsedVirtual>4516376576</MemoryStats.PeakUsedVirtual>
		<MemoryStats.bIsOOM>0</MemoryStats.bIsOOM>
		<MemoryStats.OOMAllocationSize>0</MemoryStats.OOMAllocationSize>
		<MemoryStats.OOMAllocationAlignment>0</MemoryStats.OOMAllocationAlignment>
		<TimeOfCrash>636892328655910000</TimeOfCrash>
		<bAllowToBeContacted>1</bAllowToBeContacted>
		<PlatformFullName>Win64 [Windows 10  64b]</PlatformFullName>
		<CrashReportClientVersion>1.0</CrashReportClientVersion>
		<Modules>H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\icuio53.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\iculx53.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\icule53.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\icuin53.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\icuuc53.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\icudt53.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor.exe
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LandscapeEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-FoliageEdit.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MeshPaintMode.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-GeometryMode.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-TextureAlignMode.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-BspMode.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SequenceRecorderSections.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AutomationWorker.dll
H:\UE4\UE_4.20\Engine\Plugins\Marketplace\PTMTool\Binaries\Win64\UE4Editor-PTMTool.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SequenceRecorder.dll
H:\UE4\UE_4.20\Engine\Plugins\Runtime\AudioCapture\Binaries\Win64\UE4Editor-AudioCaptureEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\MovieScene\MatineeToLevelSequence\Binaries\Win64\UE4Editor-MatineeToLevelSequence.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PlacementMode.dll
H:\UE4\UE_4.20\Engine\Plugins\MovieScene\LevelSequenceEditor\Binaries\Win64\UE4Editor-LevelSequenceEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4Editor-WmfMediaEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\MediaPlayerEditor\Binaries\Win64\UE4Editor-MediaPlayerEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\ImgMedia\Binaries\Win64\UE4Editor-ImgMediaEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\AvfMedia\Binaries\Win64\UE4Editor-AvfMediaFactory.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\AvfMedia\Binaries\Win64\UE4Editor-AvfMediaEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\AndroidMedia\Binaries\Win64\UE4Editor-AndroidMediaFactory.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\AndroidMedia\Binaries\Win64\UE4Editor-AndroidMediaEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Lumin\MagicLeapMedia\Binaries\Win64\UE4Editor-MagicLeapCameraPreviewFactory.dll
H:\UE4\UE_4.20\Engine\Plugins\Lumin\MagicLeapMedia\Binaries\Win64\UE4Editor-MagicLeapMediaFactory.dll
H:\UE4\UE_4.20\Engine\Plugins\Lumin\MagicLeapMedia\Binaries\Win64\UE4Editor-MagicLeapMediaEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Experimental\CharacterAI\Binaries\Win64\UE4Editor-CharacterAI.dll
H:\UE4\UE_4.20\Engine\Plugins\2D\Paper2D\Binaries\Win64\UE4Editor-SmartSnapping.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SessionServices.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SessionMessages.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ViewportSnapping.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SkeletalMeshEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ClothPainter.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LogVisualizer.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-IntroTutorials.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\Lumin\UE4Editor-LuminPlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\IOS\UE4Editor-IOSPlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\HTML5\UE4Editor-HTML5PlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\Android\UE4Editor-AndroidDeviceDetection.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\Android\UE4Editor-AndroidPlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-WindowsPlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\Lumin\UE4Editor-LuminRuntimeSettings.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\IOS\UE4Editor-IOSRuntimeSettings.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-InputBindingEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MergeActors.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LocalizationDashboard.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-DeviceProfileEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ProjectLauncher.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\Android\UE4Editor-AndroidRuntimeSettings.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LocalizationService.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-UndoHistory.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Blutility.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ProjectTargetPlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ProjectSettingsViewer.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-EditorSettingsViewer.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SettingsEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SessionFrontend.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ProfilerClient.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-TargetDeviceServices.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-DeviceManager.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AutomationController.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AutomationMessages.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AutomationWindow.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Layers.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PackagesDialog.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Persona.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PinnedCommandList.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Toolbox.dll
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		<Plugin>{ &quot;Version&quot;: 1, &quot;VersionName&quot;: &quot;1.0&quot;, &quot;FriendlyName&quot;: &quot;PhysX Vehicles&quot; }</Plugin>
		<Plugin>{ &quot;Version&quot;: 1, &quot;VersionName&quot;: &quot;1.0&quot;, &quot;FriendlyName&quot;: &quot;Procedural Mesh Component&quot; }</Plugin>
		<Plugin>{ &quot;Version&quot;: 1, &quot;VersionName&quot;: &quot;1.0&quot;, &quot;FriendlyName&quot;: &quot;Runtime PhysX Cooking&quot; }</Plugin>
		<Plugin>{ &quot;Version&quot;: 1, &quot;VersionName&quot;: &quot;1.0&quot;, &quot;FriendlyName&quot;: &quot;SteamVR&quot; }</Plugin>
		<Plugin>{ &quot;Version&quot;: 1, &quot;VersionName&quot;: &quot;1.0&quot;, &quot;FriendlyName&quot;: &quot;Windows Movie Player&quot; }</Plugin>
		<Plugin>{ &quot;Version&quot;: 1, &quot;VersionName&quot;: &quot;1.0&quot;, &quot;FriendlyName&quot;: &quot;NoiseLibrary&quot; }</Plugin>
		<Plugin>{ &quot;Version&quot;: 47, &quot;VersionName&quot;: &quot;4.20.0 r3&quot;, &quot;FriendlyName&quot;: &quot;Low Entry - Extended Standard Library&quot; }</Plugin>
		<Plugin>{ &quot;Version&quot;: 2, &quot;VersionName&quot;: &quot;1.1&quot;, &quot;FriendlyName&quot;: &quot;Quaternion Library&quot; }</Plugin>
		<Plugin>{ &quot;Version&quot;: 57, &quot;VersionName&quot;: &quot;4.20.0.30&quot;, &quot;FriendlyName&quot;: &quot;Substance in UE4&quot; }</Plugin>
		<Plugin>{ &quot;Version&quot;: 1, &quot;VersionName&quot;: &quot;1.1.0&quot;, &quot;FriendlyName&quot;: &quot;Blueprint Property Transfer Manager&quot; }</Plugin>
	</EnabledPlugins>
</FGenericCrashContext>

//===============================
Edit: I’m adding the other function here:

    bool UCMLibraries::SendDamageData(FMakeAdvDamageData DamageData, TArray<float> &DamageInflicted)
    {
        int CurrentCount = DamageInflicted.Num();
        if (DamageData.IsValidData() && DamageData.IsAdvancedDamage())
        {
            //TArray<ICMInterfaces*> ICMArray;
            //ICMInterfaces* ICMItem;
            FMakeDamageSentData DamageSentData;
            UObject* Implementing;
            ICMInterfaces* ICMItem;
            float Damage = 0;
            //
            //Here Goes an If Statement that constructus FMakeDamageSentData.
            //
            for (int X = 0; (X < DamageData.MainDamagedActors.Num()); X++)
            {
               if (DamageData.MainDamagedActors[X])
               {
                    if (UCMLibraries::DoesActorImplementCMInterfaces(DamageData.MainDamagedActors[X], Implementing))
                    {
                        ICMItem = Cast<ICMInterfaces>(Implementing);
                        if (ICMItem)
                        {
                            Damage = ICMItem->Execute_I_ApplyDamage(DamageData.DamagerActor, DamageSentData);
                            if (Damage != 0)
                            {
                                DamageInflicted.Add(Damage);
                            }
                        }
                    }
               }
            }
            return DamageInflicted.Num() > CurrentCount;
        }
        else
        {
            return false;
        }
    }

If I run this exact code inside an Actor Component however it doesn’t crash.The Engine only crashes if the UCMLibraries::DoesActorImplementCMInterfaces() Function is there. I’ve also looked at the stack and it crashes before ICMItem casts looking for ICMInterfaces.

Can you show full call stack? you posted only the begining which does nto show DoesActorImplementCMInterfaces involvement, crahs happens in SendDamageData(). Also show how you declared UCMInterfaces and ICMInterfaces

Asset failed means that condition O->GetClass()->ImplementsInterface(UCMInterfaces::StaticClass(), returned false which was unexpected

Yes, it happens in the function within the class that is calling the mentioned function. The question was focused more towards the fact that the exact way in which I call the function works on components/Actors but not here.

The code and callstack have been added to the question.

That does not matter, it’s asset fail and in order to fix it you need to know where that condition fails and how to avoid this condition, potentially you can figure why it behaves selectively like that.

Problem is assert failed in generated code, i kind of thought it is possible to deduce something from function called before it (function wrote by you), but looks like we will need to dive deeper, can you paste function code from this location:

[File:H:\Project\Intermediate\Build\Win64\UE4Editor\Inc\DBS\CMInterfaces.gen.cpp] [Line: 435]

The mentioned file from lines 422 to 450 of the requested doc.

#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UCMInterfaces_I_XFunctionTrigger_Statics::Function_MetaDataParams[] = {
		{ "Category", "CMBPF | Interfaces | Main | Function Request" },
		{ "ModuleRelativePath", "Libraries/CMInterfaces.h" },
		{ "ToolTip", "For All Boolean Type of Requests, the bool result will be whether a successful extract was fetched." },
	};
#endif
	const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UCMInterfaces_I_XFunctionTrigger_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UCMInterfaces, "I_XFunctionTrigger", RF_Public|RF_Transient|RF_MarkAsNative, nullptr, (EFunctionFlags)0x0C420C00, sizeof(CMInterfaces_eventI_XFunctionTrigger_Parms), Z_Construct_UFunction_UCMInterfaces_I_XFunctionTrigger_Statics::PropPointers, ARRAY_COUNT(Z_Construct_UFunction_UCMInterfaces_I_XFunctionTrigger_Statics::PropPointers), 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UCMInterfaces_I_XFunctionTrigger_Statics::Function_MetaDataParams, ARRAY_COUNT(Z_Construct_UFunction_UCMInterfaces_I_XFunctionTrigger_Statics::Function_MetaDataParams)) };
	UFunction* Z_Construct_UFunction_UCMInterfaces_I_XFunctionTrigger()
	{
		static UFunction* ReturnFunction = nullptr;
		if (!ReturnFunction)
		{
			UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UCMInterfaces_I_XFunctionTrigger_Statics::FuncParams);
		}
		return ReturnFunction;
	}
	UClass* Z_Construct_UClass_UCMInterfaces_NoRegister()
	{
		return UCMInterfaces::StaticClass();
	}
	struct Z_Construct_UClass_UCMInterfaces_Statics
	{
		static UObject* (*const DependentSingletons[])();
		static const FClassFunctionLinkInfo FuncInfo[];
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam Class_MetaDataParams[];
#endif

It not there, we need to find check(O->GetClass()->ImplementsInterface(UCMInterfaces::StaticClass()) inside Execute_I_ApplyDamage(). Post whole function of that name. Sorry for not telling ealier

This is the mentioned data inside the generated cpp.

Doesn’t Fit here. Will add to updated question (instead of crash log)

For the Check ! Null function, it’s there:

	static FName NAME_UCMInterfaces_I_ApplyDamage = FName(TEXT("I_ApplyDamage"));
	float ICMInterfaces::Execute_I_ApplyDamage(UObject* O, FMakeDamageSentData DamageData)
	{
		check(O != NULL);
		check(O->GetClass()->ImplementsInterface(UCMInterfaces::StaticClass()));
		CMInterfaces_eventI_ApplyDamage_Parms Parms;
		UFunction* const Func = O->FindFunction(NAME_UCMInterfaces_I_ApplyDamage);
		if (Func)
		{
			Parms.DamageData=DamageData;
			O->ProcessEvent(Func, &Parms);
		}
		else if (auto I = (ICMInterfaces*)(O->GetNativeInterfaceAddress(UCMInterfaces::StaticClass())))
		{
			Parms.ReturnValue = I->I_ApplyDamage_Implementation(DamageData);
		}
		return Parms.ReturnValue;
	}

Ok everything is clear now, crash happens because DamageData.DamagerActor does not implement UCMInterfaces interface. I double checked (never used interfaces in C++ yet ;p), and Execute_* first argument is call target, so it requires interface implmentation. You can avoid crash by if-ing assert condition, DamageData.DamagerActor->GetClass()->ImplementsInterface(UCMInterfaces::StaticClass())) before the call

Diffrence between UObject and AActor behavior was most likely related to fact that different actor triggers the main event on that class.

Thank you for your reply and devoted time! <3
I thought that because I found that the actor successfully implemented it, it would go through.