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Corrupted Blueprint, Crash on Compile

Hey all!

This is again a strange error that occured. Yesterday I shut down my project and everything worked fine. Today I reopened and had a compile error in my gamemode Blueprint. For some reason two links to a Get(Array) node were deleted which caused the compile error. When I hook up the nodes again, or delete them, there are no errors anylonger, but the editor will crash during compiling, every time!

Here is the download link to the project: click

Any help is appreciated, thanks!

Product Version: Not Selected
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asked Sep 04 '14 at 10:03 AM in Bug Reports

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avatar image Jonathan Dorman STAFF Sep 04 '14 at 02:36 PM

Hey, Fluppi393.

I'm looking into your issue now - I'm able to reproduce your crash and will try to resolve the problem.

avatar image Fluppi393 Sep 08 '14 at 10:31 AM

Have you found any working solution to resolve the problem? I really my game Mode blueprint and I don't want to recreate in order that it gets corrupted again!

avatar image Jonathan Dorman STAFF Sep 08 '14 at 01:31 PM

I haven't yet. I've written an internal crash report for it, and someone will be assigned to fix it. In the meantime, we may need to find a workaround so you can make progress.

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Hey Fluppi393,

Thanks for reporting the issue. The bug was fixed (cl#2290640 in epic repository).

Fix - file: EdGraphSchema_K2.cpp, function: UEdGraphSchema_K2::IsAutoCreateRefTerm

 if (TargetFunction)
     bIsAutoCreateRefTerm = TargetFunction->HasMetaData(FBlueprintMetadata::MD_AutoCreateRefTerm);
 if (TargetFunction && !Pin->PinName.IsEmpty())
     bIsAutoCreateRefTerm = (Pin->PinName == TargetFunction->GetMetaData(FBlueprintMetadata::MD_AutoCreateRefTerm));


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answered Sep 09 '14 at 09:44 AM

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