Internal compiler error: CreateExecutionSchedule (site1);

Hello!

I seem to have found a bug.

I have created a class base off of Actor, it is the base class for some other classes I have inheriting from it. When my character spawns one of these classes, it is added into a replicated array. The actor has a lifespan, and before the actor is destroyed I call “OnRemove”. In the class that is being removed it has a reference to the character that has it stored in an array. When OnRemove is called it attempts to remove itself from the array by doing a “Remove item from array”.

I initially tried to pass in a reference to self, but for some reason that wouldn’t work. However, having a variable that I named “me” that I passed a reference of self to did work. A bunch of crashes later I discovered this was the problem by changing it around a little bit.

Here are some screenshots for clarity:

The function the class calls to remove itself from an array:

The function on the character:

So it doesn’t seem to be an issue when I create a new blueprint with all of this logic without any children inheriting from it. However as soon as I create more classes based on it, the logic screws up as soon as I restart the editor.
Furthermore, inherited classes have screwed up Default values. For instance I have “Replicated” ticked on my base blueprint, however on certain children it will always turn replication off on every restart.

Hi ,

Have you been able to replicate this in a blank project with no additional content?

Yes, partially

1.) create a Third-Person Blueprint template
2.) create a blueprint based on Actor - I named it Test
3.) Create two variables on Test - “Me” of type Test_C, and “Affected Actor”, of type Actor
4.) Create a function “OnRemoved”, in the event graph call OnRemoved on “EventDestroyed”
5.) In OnRemoved, create these nodes http://i.imgur.com/rAcDK5p.jpg
6.) Make sure Test is set to replicate.
7.) In MyCharacter create an array of type Test_C, I called it “Test Array”
8.) In MyCharacter, create these nodes http://i.imgur.com/bf0ucJP.jpg
9.) Create a couple blueprints based on Test
10.) restart the editor

I wasn’t able to replicate the Internal Compiler Error warning, however with the above steps you still get errors on every restart until you recompile everything.

Hi ,

I was unable to reproduce this on my end. Are there any other steps that you could provide that would help me to reproduce these errors? It seems that when you compile right after creating the additional assets no errors appear when you restart the editor. Are you making sure to compile before saving and closing the editor?

Hi ,

We have not heard from you in quite some time. I am marking this question as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information. Thank you!