Description

Crash when using a Self reference with a Custom Event variable that is using Pass By Reference. The crash only seems to occur if the setup was created in the Player Controller class.

This was originally reported back as far as 4.9 but the original reporter let the post die without responding back. Another user reported it in 4.15 P1 and I was able to track down a repro.

Repro project with logs attached.

Crash Reporter: [Link Removed]

Steps to Reproduce

1. Open the attached test project
2. PIE

Results: The editor will crash as soon as PIE is clicked

Expected: For the editor to not crash but throw an error as to why this setup doesn't work. It would probably be preferable that the BP throw an error/warning on compile.

Callstack
MachineId:A1BE990B4855275A6B8ACDB5D49D864A
EpicAccountId:75f47e038a8442f0af6c18e1f38eeb85

Access violation - code c0000005 (first/second chance not available)

UE4Editor_CoreUObject!UObject::execSelf() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2103]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:767]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2245]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:925]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:824]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2245]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:925]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4474]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1308]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:649]
UE4Editor_Engine!AActor::BeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:3048]
UE4Editor_Engine!APlayerController::BeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:1356]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:175]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:226]
UE4Editor_Engine!AGameMode::SetMatchState() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:338]
UE4Editor_Engine!AGameMode::StartMatch() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:203]
UE4Editor_Engine!UWorld::BeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\world.cpp:3358]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:282]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3358]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2462]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1160]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1320]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2859]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll 

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.13.24.14.34.154.16
Target Fix4.16
Fix Commit3320099
Main Commit3358685
CreatedJan 19, 2017
ResolvedFeb 23, 2017
UpdatedJul 27, 2018