Description

Making a Blueprint instance of the AWorldSettings class, then saving/compiling instance

Tested in 4.20.3 (CL - 4369336), 4.21.2 (CL - 4753647), 4.22 (CL - 4958363)

Steps to Reproduce
  1. Create a Blank C++ project
  2. Create a custom class that derives from AWorldSettings named MyWorldSettings
    • Note you'll need to make the class Blueprintable.
  3. Compile
  4. Create a Blueprint from MyWorldSettings
  5. Compile or save the Blueprint

Expected: The Blueprint compiles and updates

Result: The Editor crashes

Callstack

Unhandled exception

UE4Editor_Engine!UWorld::GetWorldSettings() [d:\build\++ue4\sync\engine\source\runtime\engine\private\world.cpp:4358]
UE4Editor_Engine!AWorldSettings::CheckForErrors() [d:\build\++ue4\sync\engine\source\runtime\engine\private\worldsettings.cpp:489]
UE4Editor_Engine!AActor::IsDataValid() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actoreditor.cpp:994]
UE4Editor_DataValidation!UDataValidationManager::ValidateAssets() [d:\build\++ue4\sync\engine\plugins\editor\datavalidation\source\datavalidation\private\datavalidationmanager.cpp:119]
UE4Editor_DataValidation!UDataValidationManager::ValidateOnSave() [d:\build\++ue4\sync\engine\plugins\editor\datavalidation\source\datavalidation\private\datavalidationmanager.cpp:182]
UE4Editor_DataValidation!UDataValidationManager::ValidateAllSavedPackages() [d:\build\++ue4\sync\engine\plugins\editor\datavalidation\source\datavalidation\private\datavalidationmanager.cpp:230]
UE4Editor_Engine!FTimerManager::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\timermanager.cpp:602]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1278]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3954]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.224.21.2
Target Fix4.22
Fix Commit5198851
Main Commit5225162
Release Commit5198851
CreatedFeb 12, 2019
ResolvedFeb 26, 2019
UpdatedApr 3, 2019