Description

User reports this is a regression because it worked in 4.27, but they converted to 5.0.1 and now it causes a crash. However, I'm unable to verify this at this time.

A crash happens with a combination of Event Receive Tick AI and a pawn losing possession.

Steps to Reproduce
  1. Open the attached project
  2. Play in Editor
  3. Walk to the Portal labeled Single Player EQS Map
  4. Wait for the level to load
  5. Find and allow the AI to kill the player

Expected Results:
Player is killed and AI returns to patrolling.

Actual Results:
An Assertion is thrown:

Assertion failed: !bBranchDeactivationSuspended [File:D:\build\++UE5\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\BehaviorTreeComponent.cpp] [Line: 721] This logic does not support re-entrance
Callstack
Assertion failed: !bBranchDeactivationSuspended [File:D:\build\++UE5\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\BehaviorTreeComponent.cpp] [Line: 721] This logic does not support re-entrance

UnrealEditor_AIModule!UBehaviorTreeComponent::SuspendBranchDeactivation() [D:\build\++UE5\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\BehaviorTreeComponent.cpp:721]
UnrealEditor_AIModule!UBehaviorTreeComponent::StopTree() [D:\build\++UE5\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\BehaviorTreeComponent.cpp:308]
UnrealEditor_AIModule!UBehaviorTreeComponent::Cleanup() [D:\build\++UE5\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\BehaviorTreeComponent.cpp:462]
UnrealEditor_AIModule!AAIController::OnUnPossess() [D:\build\++UE5\Sync\Engine\Source\Runtime\AIModule\Private\AIController.cpp:541]
UnrealEditor_Engine!AController::UnPossess() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Controller.cpp:385]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1012]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2871]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1143]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1143]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1143]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1170]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2003]
UnrealEditor_Engine!AActor::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1030]
UnrealEditor_Engine!AActor::ReceivePointDamage() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\Actor.gen.cpp:2035]
UnrealEditor_Engine!AActor::TakeDamage() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:2744]
UnrealEditor_Engine!APawn::TakeDamage() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Pawn.cpp:529]
UnrealEditor_Engine!UGameplayStatics::ApplyPointDamage() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameplayStatics.cpp:702]
UnrealEditor_Engine!UGameplayStatics::execApplyPointDamage() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\GameplayStatics.gen.cpp:994]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1012]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2871]
UnrealEditor_CoreUObject!UObject::execLet() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2656]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1143]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1170]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1022]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2871]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1143]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1170]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2003]
UnrealEditor_AIModule!UBTService_BlueprintBase::ReceiveTickAI() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\AIModule\BTService_BlueprintBase.gen.cpp:88]
UnrealEditor_AIModule!UBTAuxiliaryNode::WrappedTickNode() [D:\build\++UE5\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\BTAuxiliaryNode.cpp:63]
UnrealEditor_AIModule!<lambda_6c4b3d14b6e430f3cb91a1bb1d0a5e01>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\BehaviorTreeComponent.cpp:1441]
UnrealEditor_AIModule!FBehaviorTreeInstance::ExecuteOnEachAuxNode() [D:\build\++UE5\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\BehaviorTreeTypes.cpp:263]
UnrealEditor_AIModule!UBehaviorTreeComponent::TickComponent() [D:\build\++UE5\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\BehaviorTreeComponent.cpp:1434]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_8e93cba63652895611dfa1bc126611cb> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:3931]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1070]
UnrealEditor_Engine!FTickFunctionTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284]
UnrealEditor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:653]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilIdle() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2105]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:582]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:790]
UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1546]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-152906 in the post.

4
Login to Vote

Fixed
ComponentUE - AI
Affects Versions5.0.1
Target Fix5.1
Fix Commit20648751
Main Commit20656223
CreatedMay 18, 2022
ResolvedJun 14, 2022
UpdatedJun 24, 2022