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()
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
How does TArray loop correctly remove elements in blueprints?
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 |