If the user creates a BlueprintCallable static function the editor will crash when playing in standalone mode. If the function is not static the node will have an additional pin and Blueprint will not compile.

Steps to Reproduce
  1. Create a new project from the first person code template
  2. Build the project in visual studio
  3. Open the character.h file
  4. Add the following code to the class
      UFUNCTION(BlueprintCallable, Category = "Game|Cinematic")
     static void ShowLevelLoadingScreen();
  5. Open the Character.cpp file
  6. Add the following code
     void UMyBlueprintFunctionLibrary::ShowLevelLoadingScreen()
         FLoadingScreenAttributes LoadingScreen;
         LoadingScreen.bAutoCompleteWhenLoadingCompletes = true;
         LoadingScreen.WidgetLoadingScreen = FLoadingScreenAttributes::NewTestLoadingScreenWidget();
  7. At the top of the cpp add the following include
    {{ #include "MoviePlayer.h"}}
  8. Open the build.cs file for the project
  9. Add the following line
    {{ PrivateDependencyModuleNames.AddRange(new string[] { "MoviePlayer" }


  10. Build the project again in visual studio
  11. Open the project in the editor
  12. open the character blueprint
  13. In the graph tab recreate the attached image
  14. Compile blueprint
  15. Launch standalone game
  16. Press the 'M' key to load the map
  17. Editor hangs for a while and then crashes

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

Login to Vote

ComponentUE - Gameplay - Blueprint
Target Fix4.8
Fix Commit2360442
CreatedOct 29, 2014
ResolvedNov 14, 2014
UpdatedApr 27, 2018