If you have a collapsed graph with user defined structure as output, and if the output pin is split, the BP always crashes the editor after you reopening the project.
This can also happen in level blueprint, crashing the editor on opening the map.
To just test the crash, open the attached project and try to open NewBlueprint
Steps to create the repro scene:
1. Create a new user defined struct
2. Create a new BP actor
3. Add a print string node then select it and create collapsed graph(collapse nodes)
4. In the collapseGraph, add the user defined struct to Outputs
5. Split the output pin
6. Save then reopen the project
7. Try to reopen the BP actor...Editor crashes
UE4Editor_CoreUObject!UScriptStruct::InitializeStruct() class.cpp:2346 
UE4Editor_BlueprintGraph!UK2Node_MakeStruct::AllocateDefaultPins() k2node_makestruct.cpp:157 
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::CreateSplitPinNode() edgraphschema_k2.cpp:6233 
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::SplitPin() edgraphschema_k2.cpp:6254 
UE4Editor_BlueprintGraph!UK2Node::RestoreSplitPins() k2node.cpp:546 
UE4Editor_BlueprintGraph!UK2Node_Tunnel::ReallocatePinsDuringReconstruction() k2node_tunnel.cpp:259 
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() k2node.cpp:463 
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::ReconstructNode() edgraphschema_k2.cpp:4360 
UE4Editor_UnrealEd!FBlueprintEditorUtils::ReconstructAllNodes() blueprinteditorutils.cpp:594 
UE4Editor_UnrealEd!FBlueprintEditorUtils::RegenerateBlueprintClass() blueprinteditorutils.cpp:1403 
UE4Editor_CoreUObject!FLinkerLoad::RegenerateBlueprintClass() blueprintsupport.cpp:395 
UE4Editor_CoreUObject!FLinkerLoad::FinalizeBlueprint() blueprintsupport.cpp:1368 
UE4Editor_CoreUObject!FLinkerLoad::Preload() linkerload.cpp:3466 
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() linkerload.cpp:4131 
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() linkerload.cpp:4353 
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() linkerload.cpp:3827 
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() linkerload.cpp:4353 
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() linkerload.cpp:3827 
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() linkerload.cpp:2885 
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() linkerload.cpp:3024 
UE4Editor_CoreUObject!LoadPackageInternalInner() uobjectglobals.cpp:1311 
UE4Editor_CoreUObject!LoadPackage() uobjectglobals.cpp:1477 
UE4Editor_UnrealEd!UEditorEngine::Map_Load() editorserver.cpp:2522 
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() editorserver.cpp:6137 
UE4Editor_UnrealEd!UEditorEngine::Exec() editorserver.cpp:5614 
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() unrealedsrv.cpp:670 
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() filehelpers.cpp:2220 
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() filehelpers.cpp:3536 
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() unrealedmisc.cpp:337 
UE4Editor_UnrealEd!EditorInit() unrealedglobals.cpp:97 
UE4Editor!GuardedMain() launch.cpp:150 
UE4Editor!GuardedMainWrapper() launchwindows.cpp:134 
UE4Editor!WinMain() launchwindows.cpp:210 
UE4Editor!__scrt_common_main_seh() exe_common.inl:264 
kernel32!<Unknown> 
ntdll!<Unknown> 
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-41073 in the post.
| 0 | 
| Component | UE - Gameplay - Blueprint | 
|---|---|
| Affects Versions | 4.14 | 
| Target Fix | 4.15 | 
| Created | Jan 25, 2017 | 
|---|---|
| Resolved | Jan 27, 2017 | 
| Updated | Apr 27, 2018 |