Adding a custom component to a Blueprint and then deleting the code class defining that custom component from the project will crash the Editor any time you try to open a Blueprint containing that custom component.
RESULT:
The Editor crashes.
EXPECTED:
The Blueprint opens and displays an error/warning that the custom component can no longer be used.
MachineId:926CC4CD4DE75FA30341E2895D619D6E
Unknown exception - code 00000001 (first/second chance not available)
Assertion failed: InSCSNode->ComponentTemplate != NULL [Link Removed] [Line: 4947]
KERNELBASE + 37901 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Kismet!SSCSEditor::AddTreeNode() + 180 bytes [d:\main-builds\ue4\engine\source\editor\kismet\private\sscseditor.cpp:4957]
UE4Editor_Kismet!SSCSEditor::UpdateTree() + 2849 bytes [d:\main-builds\ue4\engine\source\editor\kismet\private\sscseditor.cpp:4091]
UE4Editor_Kismet!SSCSEditor::Construct() + 13679 bytes [d:\main-builds\ue4\engine\source\editor\kismet\private\sscseditor.cpp:3245]
UE4Editor_Kismet!TDecl<SSCSEditor,RequiredArgs::T0RequiredArgs>::operator<<=() + 138 bytes [d:\main-builds\ue4\engine\source\runtime\slatecore\public\widgets\declarativesyntaxsupport.h:1343]
UE4Editor_Kismet!FBlueprintEditor::CreateSCSEditors() + 760 bytes [d:\main-builds\ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:2126]
UE4Editor_Kismet!FBlueprintEditor::CreateDefaultTabContents() + 4028 bytes [d:\main-builds\ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:2115]
UE4Editor_Kismet!FBlueprintEditor::CommonInitialization() + 1410 bytes [d:\main-builds\ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:1415]
UE4Editor_Kismet!FBlueprintEditor::InitBlueprintEditor() + 1305 bytes [d:\main-builds\ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:1538]
UE4Editor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() + 454 bytes [d:\main-builds\ue4\engine\source\editor\kismet\private\blueprinteditormodule.cpp:152]
UE4Editor_AssetTools!FAssetTypeActions_Blueprint::OpenAssetEditor() + 380 bytes [d:\main-builds\ue4\engine\source\developer\assettools\private\assettypeactions\assettypeactions_blueprint.cpp:77]
UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() + 1085 bytes [d:\main-builds\ue4\engine\source\editor\unrealed\private\toolkits\asseteditormanager.cpp:301]
UE4Editor_AssetTools!FAssetTypeActions_Base::AssetsActivated() + 156 bytes [d:\main-builds\ue4\engine\source\developer\assettools\public\assettypeactions_base.h:37]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() + 2580 bytes [d:\main-builds\ue4\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1546]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() + 87 bytes [d:\main-builds\ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() + 71 bytes [d:\main-builds\ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() + 835 bytes [d:\main-builds\ue4\engine\source\editor\contentbrowser\private\sassetview.cpp:3203]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl(TSharedPtr<FAssetViewItem,0>)>::Execute() + 97 bytes [d:\main-builds\ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() + 90 bytes [d:\main-builds\ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() + 86 bytes [d:\main-builds\ue4\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:519]
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() + 63 bytes [d:\main-builds\ue4\engine\source\runtime\slate\public\widgets\views\slistview.h:697]
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() + 223 bytes [d:\main-builds\ue4\engine\source\runtime\slate\public\widgets\views\stablerow.h:252]
UE4Editor_Slate!<lambda_58ede244782f1e594383d45514e1d7c8>::operator()() + 30 bytes [d:\main-builds\ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4047]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_58ede244782f1e594383d45514e1d7c8> >() + 189 bytes [d:\main-builds\ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:210]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() + 499 bytes [d:\main-builds\ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4048]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() + 315 bytes [d:\main-builds\ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4028]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() + 3220 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:1348]
UE4Editor_Core!FWindowsApplication::DeferMessage() + 318 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:1710]
UE4Editor_Core!FWindowsApplication::ProcessMessage() + 4359 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:711]
UE4Editor_Core!FWindowsApplication::AppWndProc() + 114 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:629]
user32 + 105425 bytes
user32 + 104666 bytes
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() + 118 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:775]
UE4Editor!FEngineLoop::Tick() + 3737 bytes [d:\main-builds\ue4\engine\source\runtime\launch\private\launchengineloop.cpp:2239]
UE4Editor!GuardedMain() + 1404 bytes [d:\main-builds\ue4\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\main-builds\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\main-builds\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.6.1, 4.8 |
Target Fix | 4.8 |
Created | Feb 20, 2015 |
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Resolved | Mar 2, 2015 |
Updated | Apr 27, 2018 |