When stopping a Matinee from an Event Track via the level blueprint, if you have 2 Event Tracks the editor will crash.
Also Reproduced in Main Promotable-CL-2479729
RESULTS: CRASH
EXPECTED: Matinee Stops and Player control resumes
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 678]
Array index out of bounds: 2 from an array of size 0
KERNELBASE.dll
{0x000007fefcea940d} + 0 bytes
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\c
UE4Editor-Core.dll!FOutputDevice::Logf__VA()
+ 159 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\c
UE4Editor-Core.dll!FError::FinalLogf()
+ 65 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\c
UE4Editor-Engine.dll!UInterpGroup::UpdateGroup()
+ 131 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-Engine.dll!AMatineeActor::UpdateInterp()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-Engine.dll!AMatineeActor::StepInterp()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-Engine.dll!AMatineeActor::Tick()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-Engine.dll!AActor::TickActor()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-Engine.dll!FActorTickFunction::ExecuteTick()
+ 31 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-Engine.dll!FTickTaskSequencer::FTickFunctionTask::DoTask()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-Engine.dll!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask()
+ 16 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\c
UE4Editor-Core.dll!FTaskThread::ProcessTasks()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\c
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\c
UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\c
UE4Editor-Engine.dll!FTaskGraphInterface::WaitUntilTaskCompletes()
+ 16 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\c
UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup()
+ 180 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-Engine.dll!UWorld::RunTickGroup()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-Engine.dll!UWorld::Tick()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\e
UE4Editor-UnrealEd.dll!UEditorEngine::Tick()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\un
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\un
UE4Editor.exe!FEngineLoop::Tick()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\l
UE4Editor.exe!GuardedMain()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\l
UE4Editor.exe!GuardedMainWrapper()
+ 5 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\l
UE4Editor.exe!WinMain()
+ 17 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\l
UE4Editor.exe!__tmainCRTStartup()
+ 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll
+ 0 bytes
ntdll.dll
+ 0 bytes
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