When adding the Start Matinee Camera Shake node to a blueprint and then playing the project, the editor crashes. When regression testing in 4.26 however, I noticed that compiling the Third Person Character failed with an error that said "This blueprint (self) is not a PlayerCameraManager, therefore 'Target' must have a connection." No such error appeared when compiling the blueprint in 4.27, so that may be the cause of the crash since the Start Matinee Camera Shake node doesn't have a valid Player Camera Manager object input into it.
Tested in //UE4/Release-4.26 @ CL 15973114 and this did not occur, so marking as a Regression.
RESULT:
The editor crashes
EXPECTED:
The editor does not crash when adding a Start Matinee Camera Shake node
UnrealEditor-GameplayCameras!UMatineeCameraShake::StartMatineeCameraShake(APlayerCameraManager *,TSubclassOf<UMatineeCameraShake>,float,ECameraShakePlaySpace,FRotator) [MatineeCameraShake.cpp:502] UnrealEditor-GameplayCameras!UMatineeCameraShake::execStartMatineeCameraShake(UObject *,FFrame &,void * const) [MatineeCameraShake.gen.cpp:556] UnrealEditor-CoreUObject!UObject::execCallMathFunction(UObject *,FFrame &,void * const) [ScriptCore.cpp:956] UnrealEditor-CoreUObject!UObject::execLetObj(UObject *,FFrame &,void * const) [ScriptCore.cpp:2717] UnrealEditor-CoreUObject!ProcessLocalScriptFunction(UObject *,FFrame &,void * const) [ScriptCore.cpp:1093] UnrealEditor-CoreUObject!void ProcessScriptFunction<void (__cdecl*) [ScriptCore.cpp:924] UnrealEditor-CoreUObject!ProcessLocalFunction(UObject *,UFunction *,FFrame &,void * const) [ScriptCore.cpp:1154] UnrealEditor-CoreUObject!ProcessLocalScriptFunction(UObject *,FFrame &,void * const) [ScriptCore.cpp:1093] UnrealEditor-CoreUObject!UObject::ProcessInternal(UObject *,FFrame &,void * const) [ScriptCore.cpp:1181] UnrealEditor-CoreUObject!UFunction::Invoke(UObject *,FFrame &,void * const) [Class.cpp:5659] UnrealEditor-CoreUObject!UObject::ProcessEvent(UFunction *,void *) [ScriptCore.cpp:2018] UnrealEditor-Engine!AActor::ProcessEvent(UFunction *,void *) [Actor.cpp:946] UnrealEditor-Engine!AActor::BeginPlay() [Actor.cpp:3762] UnrealEditor-Engine!AActor::DispatchBeginPlay(bool) [Actor.cpp:3702] UnrealEditor-Engine!AWorldSettings::NotifyBeginPlay() [WorldSettings.cpp:271] UnrealEditor-Engine!AGameStateBase::HandleBeginPlay() [GameStateBase.cpp:205] UnrealEditor-Engine!UWorld::BeginPlay() [World.cpp:4594] UnrealEditor-Engine!UGameInstance::StartPlayInEditorGameInstance(ULocalPlayer *,FGameInstancePIEParameters const &) [GameInstance.cpp:465] UnrealEditor-UnrealEd!7ffd957c0000 + a0d433 UnrealEditor-UnrealEd!7ffd957c0000 + a3142e UnrealEditor-UnrealEd!7ffd957c0000 + a0e2db UnrealEditor-UnrealEd!7ffd957c0000 + a4e30a UnrealEditor-UnrealEd!7ffd957c0000 + a519c9 UnrealEditor-UnrealEd!7ffd957c0000 + a512e1 UnrealEditor-UnrealEd!7ffd957c0000 + 49e05f UnrealEditor-UnrealEd!7ffd957c0000 + dbcc16 UnrealEditor!7ff7fb9f0000 + 8930 UnrealEditor!7ff7fb9f0000 + 20b2c UnrealEditor!7ff7fb9f0000 + 20c0a UnrealEditor!7ff7fb9f0000 + 3573d UnrealEditor!7ff7fb9f0000 + 386ba KERNEL32!7ffe1b280000 + 17c24 ntdll!7ffe1b620000 + 6d721
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-126294 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.27 |
Target Fix | 4.27.1 |
Fix Commit | 16509678 |
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Created | Sep 9, 2021 |
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Resolved | Sep 9, 2021 |
Updated | Jan 21, 2022 |