Description

It seems the editor crashes when adding a new Macro to a Blueprint Macro Library. This only occurs if you rename the macro that gets automatically created when you open the macro library to something other than the default. If you leave the name as NewMacro_0, it will not crash. I don't believe the parent class of the Blueprint Macro Library matters as I tried both Actor and Player Controller and I saw the same result.

 

Tested in //UE5/Release-5.0-EarlyAccess @ CL 16682836 and this did NOT occur, so marking as a Regression.

Steps to Reproduce
  1. Open any project
  2. Right-click in the Content Drawer
  3. Select Blueprint > Blueprint Macro Library
  4. Choose any parent class
  5. Open the Blueprint Macro Library asset you created
  6. Name it something other than NewMacro_0
  7. Add another Macro

RESULT:

The editor crashes

EXPECTED:

The editor doesn't crash when adding a new macro after renaming the first macro

Callstack
Windows GetLastError: The operation completed successfully. (0)
Error: === Critical error: ===
Error: 
Error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp] [Line: 219] 
Error: Renaming an object (EdGraph /Game/NewMacroLibrary1.NewMacroLibrary1:EdGraph_1) on top of an existing object (ObjectRedirector /Game/NewMacroLibrary1.NewMacroLibrary1:NewMacro_0) is not allowed

>	[Inline Frame] UnrealEditor-CoreUObject.dll!UObject::Rename::__l38::<lambda_95c3db77b0dc02209c456808c5032e3f>::()::__l9::<lambda_7ca4d03cf2ba9a12646234c8243013e8>::operator()() Line 219	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!UObject::Rename::__l38::<lambda_95c3db77b0dc02209c456808c5032e3f>::operator()(const FLogCategoryLogObj &) Line 219	C++
 	UnrealEditor-CoreUObject.dll!DispatchCheckVerify<void,<lambda_95c3db77b0dc02209c456808c5032e3f>,FLogCategoryLogObj,wchar_t [73],wchar_t const *,wchar_t const *>(UObject::Rename::__l38::<lambda_95c3db77b0dc02209c456808c5032e3f> && Inner, const FLogCategoryLogObj & <Args_0>, const wchar_t[73] & <Args_1>, const wchar_t * const & <Args_2>, const wchar_t * const & <Args_3>) Line 169	C++
 	UnrealEditor-CoreUObject.dll!UObject::Rename(const wchar_t * InName, UObject * NewOuter, unsigned int Flags) Line 219	C++
 	UnrealEditor-UnrealEd.dll!FBlueprintEditorUtils::CreateNewGraph(UObject * ParentScope, const FName & GraphName, TSubclassOf<UEdGraph> GraphClass, TSubclassOf<UEdGraphSchema> SchemaClass) Line 2383	C++
 	UnrealEditor-Kismet.dll!FBlueprintEditor::NewDocument_OnClicked(FBlueprintEditor::ECreatedDocumentType GraphType) Line 9077	C++
 	[Inline Frame] UnrealEditor-Kismet.dll!Invoke(void(FBlueprintEditor::*)(FBlueprintEditor::ECreatedDocumentType)) Line 66	C++
 	[Inline Frame] UnrealEditor-Kismet.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int,0>,enum FBlueprintEditor::ECreatedDocumentType>::ApplyAfter(void(FBlueprintEditor::*)(FBlueprintEditor::ECreatedDocumentType) &) Line 324	C++
 	UnrealEditor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,1,void __cdecl(void),FDefaultDelegateUserPolicy,enum FBlueprintEditor::ECreatedDocumentType>::ExecuteIfSafe() Line 307	C++
 	UnrealEditor-Slate.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,1> InUICommandInfo) Line 99	C++
 	UnrealEditor-Slate.dll!SMenuEntryBlock::OnClicked(bool bCheckBoxClicked) Line 1148	C++
 	UnrealEditor-Slate.dll!SMenuEntryBlock::OnMenuItemButtonClicked() Line 1108	C++
 	[Inline Frame] UnrealEditor-Slate.dll!Invoke(FReply(SMenuEntryBlock::*)()) Line 66	C++
 	[Inline Frame] UnrealEditor-Slate.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SMenuEntryBlock::*)() &) Line 324	C++
 	UnrealEditor-Slate.dll!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 290	C++
 	[Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 588	C++
 	UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 464	C++
 	UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 389	C++
 	UnrealEditor-Slate.dll!SMenuEntryButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 434	C++
 	UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda>(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 4961	C++
 	UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget &, const FPointerEvent &)>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 405	C++
 	UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 4947	C++
 	UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5495	C++
 	UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5460	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2210	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2699	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1078	C++
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 910	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 916	C++
 	[External Code]	
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 109	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 138	C++
 	UnrealEditor.exe!FEngineLoop::Tick() Line 5139	C++
 	[Inline Frame] UnrealEditor.exe!EngineTick() Line 62	C++
 	UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 183	C++
 	UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 272	C++
 	UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330	C++
 	[External Code]	

 

 

 

 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-146406 in the post.

0
Login to Vote

Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions5.0
Target Fix5.0
Fix Commit19451378
Main Commit19455740
CreatedMar 17, 2022
ResolvedMar 21, 2022
UpdatedMay 20, 2022