The editor crashes with a failed assertion when opening a blueprint actor that contains a structure with instanced objects.
USTRUCT(BlueprintType) struct FMyStruct { GENERATED_BODY() UPROPERTY(EditAnywhere, Instanced) UObject* SafeObjectPointer; };
4. Set the UClass specifiers to Blueprintable and EditInLineNew
UCLASS(Blueprintable, EditInlineNew)
5. Copy this code below GENERATED_BODY() within the class declaration
UPROPERTY(EditAnywhere) FString String;
6. Save in Visual Studio then compile in the Editor
7. Create a new Blueprint Actor named "OpenAfterRestart"
8. Add a variable of type "My Struct" then change it to an array
9. Compile the blueprint
10. Add an element to the array
11. In the element set the Safe Object Pointer to "My Instanced Object"
12. Compile, save, then close the editor
13. Reopen the Project
14. Open the Blueprint Actor "OpenAfterRestart"
Expected Results:
Blueprint Actor opens.
Actual Results:
Editor crashes.
UnrealEditor-Engine!FInstancedPropertyPath::Resolve(UObject const *) [InstancedReferenceSubobjectHelper.cpp:28] UnrealEditor-UnrealEd!7ffe23340000 + 879b0c UnrealEditor-UnrealEd!7ffe23340000 + 879359 UnrealEditor-Kismet!FBlueprintCompilationManagerImpl::ReinstanceBatch(TArray<FReinstancingJob,TSizedDefaultAllocator<32> > &,TMap<UClass *,UClass *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,UClass *,0> > &,FUObjectSerializeContext *) [BlueprintCompilationManager.cpp:2120] UnrealEditor-Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl(bool,TArray<UBlueprint *,TSizedDefaultAllocator<32> > *,TArray<UBlueprint *,TSizedDefaultAllocator<32> > *,FUObjectSerializeContext *) [BlueprintCompilationManager.cpp:1419] UnrealEditor-Kismet!FBlueprintCompilationManager::FlushCompilationQueue(FUObjectSerializeContext *) [BlueprintCompilationManager.cpp:3068] UnrealEditor-CoreUObject!FScopedClassDependencyGather::~FScopedClassDependencyGather() [BlueprintSupport.cpp:455] UnrealEditor-CoreUObject!FLinkerLoad::CreateExport(int) [LinkerLoad.cpp:5060] UnrealEditor-CoreUObject!FLinkerLoad::CreateExportAndPreload(int,bool) [LinkerLoad.cpp:3637] UnrealEditor-CoreUObject!FLinkerLoad::LoadAllObjects(bool) [LinkerLoad.cpp:3808] UnrealEditor-CoreUObject!LoadPackageInternal(UPackage *,FPackagePath const &,unsigned int,FLinkerLoad *,FArchive *,FLinkerInstancingContext const *,FPackagePath const *) [UObjectGlobals.cpp:1303] UnrealEditor-CoreUObject!LoadPackage(UPackage *,FPackagePath const &,unsigned int,FArchive *,FLinkerInstancingContext const *,FPackagePath const *) [UObjectGlobals.cpp:1482] UnrealEditor-CoreUObject!LoadPackage(UPackage *,wchar_t const *,unsigned int,FArchive *,FLinkerInstancingContext const *) [UObjectGlobals.cpp:1462] UnrealEditor-CoreUObject!ResolveName(UObject * &,FString &,bool,bool,unsigned int,FLinkerInstancingContext const *) [UObjectGlobals.cpp:783] UnrealEditor-CoreUObject!StaticLoadObjectInternal(UClass *,UObject *,wchar_t const *,wchar_t const *,unsigned int,UPackageMap *,bool,FLinkerInstancingContext const *) [UObjectGlobals.cpp:858] UnrealEditor-CoreUObject!StaticLoadObject(UClass *,UObject *,wchar_t const *,wchar_t const *,unsigned int,UPackageMap *,bool,FLinkerInstancingContext const *) [UObjectGlobals.cpp:933] UnrealEditor-ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewAssetFileItems(TArrayView<TSharedRef<FContentBrowserAssetFileItemDataPayload const ,0> const ,int>,bool) [ContentBrowserAssetDataCore.cpp:276] UnrealEditor-ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewItems(IAssetTools *,UContentBrowserDataSource const *,TArrayView<FContentBrowserItemData const ,int>,bool) [ContentBrowserAssetDataCore.cpp:307] UnrealEditor-ContentBrowserAssetDataSource!UContentBrowserAssetDataSource::BulkEditItems(TArrayView<FContentBrowserItemData const ,int>) [ContentBrowserAssetDataSource.cpp:1046] UnrealEditor-ContentBrowser!SContentBrowser::OnItemsActivated(TArrayView<FContentBrowserItem const ,int>,EAssetTypeActivationMethod::Type) [SContentBrowser.cpp:2454] UnrealEditor-ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void ,FDefaultDelegateUserPolicy>::Execute(TArrayView<FContentBrowserItem const ,int>,EAssetTypeActivationMethod::Type) [DelegateInstancesImpl.h:290] UnrealEditor-ContentBrowser!SAssetView::OnListMouseButtonDoubleClick(TSharedPtr<FAssetViewItem,0>) [SAssetView.cpp:3560] UnrealEditor-ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void ,FDefaultDelegateUserPolicy>::ExecuteIfSafe(TSharedPtr<FAssetViewItem,0>) [DelegateInstancesImpl.h:307] UnrealEditor-ContentBrowser!TDelegate<void ,FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>(TSharedPtr<FAssetViewItem,0>) [DelegateSignatureImpl.inl:599] UnrealEditor-ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked(TSharedPtr<FAssetViewItem,0>) [SListView.h:1080] UnrealEditor-ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick(FGeometry const &,FPointerEvent const &) [STableRow.h:461] UnrealEditor-Slate!static class FReply FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_38816398cd24931ec4d21c3bfc532a3b> >(class FSlateApplication *, class FEventRouter::FBubblePolicy, struct FPointerEvent, const class FSlateApplication::RoutePointerDoubleClickEvent::__l2::<lambda_38816398cd24931ec4d21c3bfc532a3b> & const, ESlateDebuggingInputEvent) [SlateApplication.cpp:380] UnrealEditor-Slate!FSlateApplication::RoutePointerDoubleClickEvent(FWidgetPath const &,FPointerEvent const &) [SlateApplication.cpp:5302] UnrealEditor-Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent(TSharedPtr<FGenericWindow,0> const &,FPointerEvent const &) [SlateApplication.cpp:5289] UnrealEditor-Slate!FSlateApplication::OnMouseDoubleClick(TSharedPtr<FGenericWindow,0> const &,EMouseButtons::Type,FVector2D) [SlateApplication.cpp:5252] UnrealEditor-ApplicationCore!FWindowsApplication::ProcessDeferredMessage(FDeferredWindowsMessage const &) [WindowsApplication.cpp:2200] UnrealEditor-ApplicationCore!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> &,HWND__ *,unsigned int,unsigned __int64,__int64,int,int,unsigned int) [WindowsApplication.cpp:2689] UnrealEditor-ApplicationCore!FWindowsApplication::ProcessMessage(HWND__ *,unsigned int,unsigned __int64,__int64) [WindowsApplication.cpp:1872] UnrealEditor-ApplicationCore!FWindowsApplication::AppWndProc(HWND__ *,unsigned int,unsigned __int64,__int64) [WindowsApplication.cpp:896] USER32!7ffe8ce00000 + 163ed USER32!7ffe8ce00000 + 15de2 UnrealEditor-ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages(bool) [WindowsPlatformApplicationMisc.cpp:131] UnrealEditor!7ff7fb040000 + 76cb UnrealEditor!7ff7fb040000 + 20b2c UnrealEditor!7ff7fb040000 + 20c0a UnrealEditor!7ff7fb040000 + 3573d UnrealEditor!7ff7fb040000 + 386ba KERNEL32!7ffe8d650000 + 17bd4 ntdll!7ffe8de20000 + 6ced1
I am not able to find world outliner how to enable it?
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-140249 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 5.0 |
Target Fix | 5.0 |
Created | Jan 26, 2022 |
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Resolved | Feb 8, 2022 |
Updated | Apr 25, 2022 |