Added context from dev support ticket:
The crash occurs because FDelegateProperty::Serialize accesses a dangling SignatureFunction pointer. Given that its derefencing dangling pointers the specific way and likelihood that it crashes may vary with the amount and structure of content that gets loaded.
[UnrealEditor-CoreUObject.dll] UClass::PurgeClass(bool) Class.cpp:5798
[UnrealEditor-Engine.dll] UBlueprintGeneratedClass::PurgeClass(bool) BlueprintGeneratedClass.cpp:2279
[UnrealEditor-KismetCompiler.dll] FKismetCompilerContext::CleanAndSanitizeClass(UBlueprintGeneratedClass *,UObject *&) KismetCompiler.cpp:730
[UnrealEditor-KismetCompiler.dll] FKismetCompilerContext::CompileClassLayout(EInternalCompilerFlags) KismetCompiler.cpp:4772
[UnrealEditor-Kismet.dll] FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl(bool,TArray<UBlueprint *,TSizedDefaultAllocator<32> > *,TArray<UBlueprint *,TSizedDefaultAllocator<32> > *,FUObjectSerializeContext *,TMap<UClass *,TMap<UObject *,UObject *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UObject *,UObject *,0> >,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,TMap<UObject *,UObject *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UObject *,UObject *,0> >,0> > *) BlueprintCompilationManager.cpp:1416
[UnrealEditor-Kismet.dll] FBlueprintCompilationManager::FlushCompilationQueue(FUObjectSerializeContext *) BlueprintCompilationManager.cpp:3726
[UnrealEditor-CoreUObject.dll] FScopedClassDependencyGather::~FScopedClassDependencyGather() BlueprintSupport.cpp:487
[UnrealEditor-CoreUObject.dll] FLinkerLoad::CreateExport(int) LinkerLoad.cpp:5663
[UnrealEditor-CoreUObject.dll] FLinkerLoad::IndexToObject(FPackageIndex) LinkerLoad.cpp:5956
[UnrealEditor-CoreUObject.dll] FLinkerLoad::CreateExport(int) LinkerLoad.cpp:5213
[UnrealEditor-CoreUObject.dll] FLinkerLoad::CreateImport(int) LinkerLoad.cpp:5849
[UnrealEditor-CoreUObject.dll] FAsyncPackage::CreateImports() AsyncLoading.cpp:6699
[UnrealEditor-CoreUObject.dll] FAsyncPackage::TickAsyncPackage(bool,bool,float &) AsyncLoading.cpp:6025
[UnrealEditor-CoreUObject.dll] FAsyncLoadingThread::ProcessAsyncLoading(int &,bool,bool,float,FFlushRequest &) AsyncLoading.cpp:4536
[UnrealEditor-CoreUObject.dll] FAsyncLoadingThread::TickAsyncThread(bool,bool,double,bool &,FFlushRequest &) AsyncLoading.cpp:5309
[UnrealEditor-CoreUObject.dll] FAsyncLoadingThread::TickAsyncLoading(bool,bool,double,FFlushRequest) AsyncLoading.cpp:5029
[UnrealEditor-CoreUObject.dll] FAsyncLoadingThread::FlushLoading(TArrayView<int const ,int>) AsyncLoading.cpp:7570
[UnrealEditor-CoreUObject.dll] FlushAsyncLoading(TArrayView<int const ,int>) AsyncPackageLoader.cpp:295
[UnrealEditor-CoreUObject.dll] FlushAsyncLoading(int) AsyncPackageLoader.cpp:264
[Inlined] [UnrealEditor-Engine.dll] FWorldPartitionActorDescInstance::FlushAsyncLoad() WorldPartitionActorDescInstance.cpp:160
[UnrealEditor-Engine.dll] FWorldPartitionActorDescInstance::GetActor(bool,bool) WorldPartitionActorDescInstance.cpp:58
[UnrealEditor-Engine.dll] `FWorldPartitionLoadingContext::FDeferred::~FDeferred'::`8'::<lambda_1>::operator()(TArray<AActor *,TSizedDefaultAllocator<32> > &,const TSet<FWorldPartitionActorDescInstance *,DefaultKeyFuncs<FWorldPartitionActorDescInstance *,0>,FDefaultSetAllocator> &) WorldPartitionHandle.cpp:161
[UnrealEditor-Engine.dll] FWorldPartitionLoadingContext::FDeferred::~FDeferred() WorldPartitionHandle.cpp:180
[UnrealEditor-Engine.dll] IWorldPartitionActorLoaderInterface::ILoaderAdapter::RefreshLoadedState() WorldPartitionActorLoaderInterface.cpp:188
[UnrealEditor-Engine.dll] IWorldPartitionActorLoaderInterface::ILoaderAdapter::Load() WorldPartitionActorLoaderInterface.cpp:54
[UnrealEditor-Engine.dll] UWorldPartition::Initialize(UWorld *,const UE::Math::TTransform<double> &) WorldPartition.cpp:674
[UnrealEditor-Engine.dll] ULevel::OnLevelLoaded() Level.cpp:3082
[UnrealEditor-Engine.dll] UWorld::InitWorld(FWorldInitializationValues) World.cpp:2257
[UnrealEditor-UnrealEd.dll] UEditorEngine::Map_Load(const wchar_t *,FOutputDevice &) EditorServer.cpp:2643
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-252028 in the post.
0 |
Component | UE - Framework - Blueprint Compiler |
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Affects Versions | 5.4 |
Target Fix | 5.6 |
Created | Feb 26, 2025 |
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Updated | Mar 4, 2025 |