The editor will crash when clicking on the Material Name selection box a second time. It appears this triggers another selection change with a null input, which crashes the editor.
RESULT
The editor will crash
UnrealEditor-Persona-Win64-Debug.dll!FNiagaraSkeletalMeshRegionMaterialFilterDetails::HandleMaterialNameComboBoxSelectionChanged(TSharedPtr<FName,1> StringItem, ESelectInfo::Type SelectInfo)
UnrealEditor-Persona-Win64-Debug.dll!FNiagaraSkeletalMeshRegionMaterialFilterDetails::HandleMaterialNameComboBoxSelectionChanged(TSharedPtr<FName,1> StringItem, ESelectInfo::Type SelectInfo)
UnrealEditor-Persona-Win64-Debug.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter<void (__cdecl FNiagaraSkeletalMeshRegionMaterialFilterDetails::const &)(TSharedPtr<FName,1>,enum ESelectInfo::Type),FNiagaraSkeletalMeshRegionMaterialFilterDetails * &,TSharedPtr<FName,1> &,enum ESelectInfo::Type &>(void(FNiagaraSkeletalMeshRegionMaterialFilterDetails::)(TSharedPtr<FName,1>, ESelectInfo::Type) & Func, FNiagaraSkeletalMeshRegionMaterialFilterDetails * & <Args_0>, TSharedPtr<FName,1> & <Args_1>, ESelectInfo::Type & <Args_2>)
UnrealEditor-Persona-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,FNiagaraSkeletalMeshRegionMaterialFilterDetails,1,void __cdecl(TSharedPtr<FName,1>,enum ESelectInfo::Type),FDefaultDelegateUserPolicy>::ExecuteIfSafe(TSharedPtr<FName,1> <Params_0>, ESelectInfo::Type <Params_1>)
UnrealEditor-Persona-Win64-Debug.dll!TDelegate<void __cdecl(TSharedPtr<FName,1>,enum ESelectInfo::Type),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>(TSharedPtr<FName,1> <Params_0>, ESelectInfo::Type <Params_1>)
UnrealEditor-Persona-Win64-Debug.dll!SComboBox<TSharedPtr<FName,1>>::OnSelectionChanged_Internal(TSharedPtr<FName,1> ProposedSelection, ESelectInfo::Type SelectInfo)
UnrealEditor-Persona-Win64-Debug.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter<void (__cdecl SComboBox<TSharedPtr<FName,1>>::const &)(TSharedPtr<FName,1>,enum ESelectInfo::Type),SComboBox<TSharedPtr<FName,1>> * &,TSharedPtr<FName,1> &,enum ESelectInfo::Type &>(void(SComboBox<TSharedPtr<FName,1>>::)(TSharedPtr<FName,1>, ESelectInfo::Type) & Func, SComboBox<TSharedPtr<FName,1>> * & <Args_0>, TSharedPtr<FName,1> & <Args_1>, ESelectInfo::Type & <Args_2>)
UnrealEditor-Persona-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,SComboBox<TSharedPtr<FName,1>>,1,void __cdecl(TSharedPtr<FName,1>,enum ESelectInfo::Type),FDefaultDelegateUserPolicy>::ExecuteIfSafe(TSharedPtr<FName,1> <Params_0>, ESelectInfo::Type <Params_1>)
UnrealEditor-Persona-Win64-Debug.dll!TDelegate<void __cdecl(TSharedPtr<FName,1>,enum ESelectInfo::Type),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>(TSharedPtr<FName,1> <Params_0>, ESelectInfo::Type <Params_1>)
UnrealEditor-Persona-Win64-Debug.dll!SListView<TSharedPtr<FName,1>>::Private_SignalSelectionChanged(ESelectInfo::Type SelectInfo)
UnrealEditor-Persona-Win64-Debug.dll!SListView<TSharedPtr<FName,1>>::UpdateSelectionSet()
UnrealEditor-Slate-Win64-Debug.dll!STableViewBase::Tick(const FGeometry & AllottedGeometry, const double InCurrentTime, const float InDeltaTime)
UnrealEditor-SlateCore-Win64-Debug.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled)
UnrealEditor-Slate-Win64-Debug.dll!SBox::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled)
UnrealEditor-SlateCore-Win64-Debug.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled)
UnrealEditor-SlateCore-Win64-Debug.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled)
UnrealEditor-Slate-Win64-Debug.dll!SBorder::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled)
UnrealEditor-SlateCore-Win64-Debug.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled)
UnrealEditor-SlateCore-Win64-Debug.dll!FSlateWindowElementList::FDeferredPaint::ExecutePaint(int LayerId, FSlateWindowElementList & OutDrawElements, const FSlateRect & MyCullingRect)
UnrealEditor-SlateCore-Win64-Debug.dll!FSlateWindowElementList::PaintDeferred(int LayerId, const FSlateRect & MyCullingRect)
UnrealEditor-SlateCore-Win64-Debug.dll!SWindow::PaintWindow(double CurrentTime, float DeltaTime, FSlateWindowElementList & OutDrawElements, const FWidgetStyle & InWidgetStyle, bool bParentEnabled)
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::DrawWindowAndChildren(const TSharedRef<SWindow,1> & WindowToDraw, FDrawWindowArgs & DrawWindowArgs)
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::DrawWindowAndChildren(const TSharedRef<SWindow,1> & WindowToDraw, FDrawWindowArgs & DrawWindowArgs)
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::DrawWindowAndChildren(const TSharedRef<SWindow,1> & WindowToDraw, FDrawWindowArgs & DrawWindowArgs)
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::PrivateDrawWindows(TSharedPtr<SWindow,1> DrawOnlyThisWindow)
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::DrawWindows()
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::TickAndDrawWidgets(float DeltaTime)
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::Tick(ESlateTickType TickType)
UnrealEditor-Win64-Debug.exe!FEngineLoop::Tick()
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
I'm working on a VR Project and I cannot add Nav Mesh to the stairs??
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
Teleporter in the Creative Hub is Locked and cannot be accessed
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-146141 in the post.
1 |
Component | UE - Niagara |
---|---|
Affects Versions | 5.1 |
Target Fix | 5.1 |
Created | Mar 16, 2022 |
---|---|
Resolved | Sep 9, 2022 |
Updated | Sep 19, 2022 |