This occurs because there exists a circular reference between the nativized parent BP and the non-nativized child BP asset (which is a data-only Blueprint in this case).
Current suggested workaround is to force the child BP to be nativized as well, by adding a dummy variable or component to the 'ChildBP' asset.
A crash will still occur with EDL disabled as well, although the callstack/assert will be different.
[2017.08.09-21.48.37:603][124]LogWindows: Error: === Critical error: === [2017.08.09-21.48.37:603][124]LogWindows: Error: [2017.08.09-21.48.37:603][124]LogWindows: Error: Fatal error: [File:D:\dev\Epic\UE4\Dev-Framework\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1367] [2017.08.09-21.48.37:603][124]LogWindows: Error: Async loading event graph contained a cycle, see above.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48233 in the post.
21 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.15, 4.16, 4.17 |
Target Fix | 4.20 |
Created | Aug 9, 2017 |
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Resolved | Mar 19, 2018 |
Updated | May 31, 2018 |