When using a BP with component instance static mesh that is added via the construction script, when using the build button in the toolbar to build lighitng and geometry everything will work correctly. If selecting only to build geometry this will cause a crash. Before the crash the build button has to be used at least once.
1. Open UE4
2. Create a New Level
3. Place a floor mesh, point light (radius 500)
4. Create a BP with component Instanced Static Mesh
5. Assign any mesh to the component instanced static mesh (I used the Shape_Cube from the engine folder in my test)
6. Setup the instance via the construction script (use attached image for reference)
7. Place the BP in the level with the pivot inside the lights radius
8. Build
Additional Repro Steps from User:
Reprosteps:
1) Created a blueprint called TestBP (inheriting from actor)
2) Added component InstancedStaticMesh, setting movibility to static, and mesh to Shape_Cube
3) Created graph as attached
4) Created empty scene
5) Added a brush for floor and added the blueprint on top
6) Added a default pointlight (held L and clicked it out), no changes to settings
7) Moved pointlight making sure that it's radius does not contain the blueprint's pivot
8) Baked light (tried all settings including production)
MachineId:621DFBAB44A9B51A4245D5A61065407D
Access violation - code c0000005 (first/second chance not available)
msvcr120
UE4Editor_Engine!TArray<FBodyInstance * __ptr64,FDefaultAllocator>::Insert() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\containers\array.h:1411]
UE4Editor_Engine!UInstancedStaticMeshComponent::SetupNewInstanceData() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1435]
UE4Editor_Engine!UInstancedStaticMeshComponent::AddInstance() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1257]
UE4Editor_Engine!UInstancedStaticMeshComponent::execAddInstance() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\classes\components\instancedstaticmeshcomponent.h:66]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:3778]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:412]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1496]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:619]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:3778]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:969]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actor.cpp:515]
UE4Editor_Engine!AActor::ProcessUserConstructionScript() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actorconstruction.cpp:500]
UE4Editor_Engine!AActor::ExecuteConstruction() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actorconstruction.cpp:460]
UE4Editor_Engine!AActor::RerunConstructionScripts() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actorconstruction.cpp:340]
UE4Editor_Engine!ULevel::IncrementalUpdateComponents() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\level.cpp:729]
UE4Editor_Engine!UWorld::UpdateWorldComponents() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\world.cpp:1232]
UE4Editor_UnrealEd!FUnrealEdMisc::CB_MapChange() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\unrealedmisc.cpp:932]
UE4Editor_UnrealEd!TBaseRawMethodDelegateInstance<0,FUnrealEdMisc,void __cdecl(unsigned int)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
UE4Editor_UnrealEd!TBaseMulticastDelegate<void,unsigned int>::Broadcast() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1031]
UE4Editor_UnrealEd!UEditorEngine::RebuildMap() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\editorserver.cpp:1507]
UE4Editor_UnrealEd!UEditorEngine::Map_Rebuild() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\editorserver.cpp:1371]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\editorserver.cpp:5732]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\editorserver.cpp:5232]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\unrealedsrv.cpp:742]
UE4Editor_UnrealEd!FEditorBuildUtils::EditorBuild() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\editorbuildutils.cpp:257]
UE4Editor_LevelEditor!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:73]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:888]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:847]
UE4Editor_Slate!TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64> >() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:225]
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator()() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4150]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:210]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4153]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4113]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:1395]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:1699]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:709]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:631]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:775]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\launchengineloop.cpp:2294]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
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