Not a regression.
Tested in:
//UE4/Release-4.26.2 CL15973114 Binary - Reproduced
//UE4/Release-4.27.1 CL17735300 Binary - Reproduced
//UE5/Release-5.0-EarlyAccess CL16682836 Binary - Reproduced
From the user: "Unreal Editor performs a search for [an asset] usage in C++ classes, but during the search it tries to use TArray dangerously, triggering a check failure and a crash."
User's Github pull request: 8509
private: AMyStaticMeshActor(); void RefreshMaterials(); protected: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Appearance") UMaterialInterface* MyMaterial;
AMyStaticMeshActor::AMyStaticMeshActor() { static ConstructorHelpers::FObjectFinder<UMaterialInterface> plasticFinder(TEXT("Material'/Game/Materials/M_Plastic.M_Plastic'")); MyMaterial = plasticFinder.Object; RefreshMaterials(); } void AMyStaticMeshActor::RefreshMaterials() { UStaticMeshComponent* staticMeshComponent = GetStaticMeshComponent(); check(staticMeshComponent); if (staticMeshComponent && MyMaterial) staticMeshComponent->SetMaterial(0, MyMaterial); }
Expected Results:
A warning message about renaming an asset that is used by CDO should occur, allowing user to rename/move that asset.
Actual Results:
Crash occurs due to the assertion failure inside the FAssetRenameManager::FindCDOReferencedAssets() => TArray::Remove() => CheckAddress();
ntdll!7ffd2ade0000 + 9c144 KERNELBASE!7ffd27ef0000 + 38ba3 UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1591] UE4Editor!7ff64a090000 + 3b7ff VCRUNTIME140!7ffd0a1c0000 + ecf0 ntdll!7ffd2ade0000 + a11ff ntdll!7ffd2ade0000 + 6a289 ntdll!7ffd2ade0000 + 6a043 KERNELBASE!7ffd27ef0000 + 3a839 UE4Editor-Core!ReportAssert(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1644] UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:78] UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:61] UE4Editor-Core!static void AssertFailedImplV(const char *, const char *, int, const wchar_t *, char *) [AssertionMacros.cpp:104] UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:461] UE4Editor-AssetTools!DispatchCheckVerify<void,<lambda_53e648ef5d176b5dbe96459ec28ddb4c> >(<lambda_53e648ef5d176b5dbe96459ec28ddb4c> &&) [AssertionMacros.h:165] UE4Editor-AssetTools!FAssetRenameManager::FindCDOReferencedAssets(TArray<FAssetRenameDataWithReferencers,TSizedDefaultAllocator<32> > const &) [AssetRenameManager.cpp:502] UE4Editor-AssetTools!FAssetRenameManager::FixReferencesAndRename(TArray<FAssetRenameData,TSizedDefaultAllocator<32> > const &,bool,bool) [AssetRenameManager.cpp:367] UE4Editor-AssetTools!FAssetRenameManager::RenameAssetsWithDialog(TArray<FAssetRenameData,TSizedDefaultAllocator<32> > const &,bool) [AssetRenameManager.cpp:268] UE4Editor-ContentBrowserAssetDataSource!ContentBrowserAssetData::RenameAssetFileItem(IAssetTools *,FContentBrowserAssetFileItemDataPayload const &,FString const &) [ContentBrowserAssetDataCore.cpp:790] UE4Editor-ContentBrowserAssetDataSource!ContentBrowserAssetData::RenameItem(IAssetTools *,IAssetRegistry *,UContentBrowserDataSource const *,FContentBrowserItemData const &,FString const &) [ContentBrowserAssetDataCore.cpp:755] UE4Editor-ContentBrowserAssetDataSource!UContentBrowserAssetDataSource::RenameItem(FContentBrowserItemData const &,FString const &,FContentBrowserItemData &) [ContentBrowserAssetDataSource.cpp:1135] UE4Editor-ContentBrowserData!FContentBrowserItem::Rename(FString const &,FContentBrowserItem *) [ContentBrowserItem.cpp:480] UE4Editor-ContentBrowser!SAssetView::AssetRenameCommit(TSharedPtr<FAssetViewItem,0> const &,FString const &,FSlateRect const &,ETextCommit::Type) [SAssetView.cpp:3640] UE4Editor-ContentBrowser!bool TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0> const &,FString const &,FSlateRect const &,enum ETextCommit::Type) [DelegateInstancesImpl.h:307] UE4Editor-ContentBrowser!SAssetViewItem::HandleNameCommitted(FText const &,ETextCommit::Type) [AssetViewWidgets.cpp:528] UE4Editor-ContentBrowser!bool TBaseSPMethodDelegateInstance<0,SAssetTileItem,0,void __cdecl(FText const &,enum ETextCommit::Type) [DelegateInstancesImpl.h:307] UE4Editor-Slate!SInlineEditableTextBlock::OnTextBoxCommitted(FText const &,ETextCommit::Type) [SInlineEditableTextBlock.cpp:323] UE4Editor-Slate!bool TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,void __cdecl(FText const &,enum ETextCommit::Type) [DelegateInstancesImpl.h:307] UE4Editor-Slate!SEditableTextBox::OnEditableTextCommitted(FText const &,ETextCommit::Type) [SEditableTextBox.cpp:482] UE4Editor-Slate!bool TBaseSPMethodDelegateInstance<0,SEditableTextBox,0,void __cdecl(FText const &,enum ETextCommit::Type) [DelegateInstancesImpl.h:307] UE4Editor-Slate!FSlateEditableTextLayout::HandleCarriageReturn(bool) [SlateEditableTextLayout.cpp:1519] UE4Editor-Slate!FSlateEditableTextLayout::HandleKeyDown(FKeyEvent const &) [SlateEditableTextLayout.cpp:967] UE4Editor-Slate!SEditableText::OnKeyDown(FGeometry const &,FKeyEvent const &) [SEditableText.cpp:212] UE4Editor-Slate!static class FReply FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_f630e7f24dbef73857a69219e32f2d96> >(class FSlateApplication *, class FEventRouter::FBubblePolicy, struct FKeyEvent, const class FSlateApplication::ProcessKeyDownEvent::__l28::<lambda_f630e7f24dbef73857a69219e32f2d96> & const, ESlateDebuggingInputEvent) [SlateApplication.cpp:383] UE4Editor-Slate!FSlateApplication::ProcessKeyDownEvent(FKeyEvent const &) [SlateApplication.cpp:4341] UE4Editor-Slate!FSlateApplication::OnKeyDown(int,unsigned int,bool) [SlateApplication.cpp:4238] UE4Editor-ApplicationCore!FWindowsApplication::ProcessDeferredMessage(FDeferredWindowsMessage const &) [WindowsApplication.cpp:2040] UE4Editor-ApplicationCore!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> &,HWND__ *,unsigned int,unsigned __int64,__int64,int,int,unsigned int) [WindowsApplication.cpp:2698] UE4Editor-ApplicationCore!FWindowsApplication::ProcessMessage(HWND__ *,unsigned int,unsigned __int64,__int64) [WindowsApplication.cpp:1881] UE4Editor-ApplicationCore!FWindowsApplication::AppWndProc(HWND__ *,unsigned int,unsigned __int64,__int64) [WindowsApplication.cpp:905] USER32!7ffd2a3c0000 + 163ed USER32!7ffd2a3c0000 + 15de2 UE4Editor-ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages(bool) [WindowsPlatformApplicationMisc.cpp:125] UE4Editor!7ff64a090000 + 7621 UE4Editor!7ff64a090000 + 20fbc UE4Editor!7ff64a090000 + 210aa UE4Editor!7ff64a090000 + 240cd
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
How does UMG set overlapping layouts?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-135768 in the post.
0 |
Component | UE - Foundation - Core - UObject |
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Affects Versions | 4.27.1, 5.0 |
Target Fix | 5.0 |
Created | Nov 23, 2021 |
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Resolved | Dec 13, 2021 |
Updated | Apr 27, 2022 |