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.
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
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
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