Reported by UDN
[Link Removed]
From Slack discussion:
It seems that undo-ing the transaction in UAnimStateTransitionNode::UseSharedRules, leaves the outer graph (UAnimationStateMachineGraph) with a nullptr entry in its SubGraphs array (instead of the TransitionGraph?). Which is not guarded/checked for when reloading the asset, and asserts/crashes at UEdGraph::GetAllChildrenGraphs
LoginId:738b9b9245d7dc7c3bc1ab95e6aca435 EpicAccountId:208cba577529485daca7a3ee695892a9Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000030UnrealEditor_UnrealEd!FBlueprintEditorUtils::UpdateOutOfDateAnimBlueprints() [D:\WS\D2_W2\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:7523] UnrealEditor_Engine!UBlueprint::RegenerateClass() [D:\WS\D2_W2\Engine\Source\Runtime\Engine\Private\Blueprint.cpp:642] UnrealEditor_CoreUObject!FLinkerLoad::RegenerateBlueprintClass() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:782] UnrealEditor_CoreUObject!FLinkerLoad::FinalizeBlueprint() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:1949] UnrealEditor_CoreUObject!FLinkerLoad::Preload() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4293] UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5016] UnrealEditor_CoreUObject!FLinkerLoad::IndexToObject() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5254] UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4469] UnrealEditor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3601] UnrealEditor_CoreUObject!FLinkerLoad::LoadAllObjects() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3778] UnrealEditor_CoreUObject!LoadPackageInternal() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1635] UnrealEditor_CoreUObject!LoadPackage() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1808] UnrealEditor_CoreUObject!LoadPackage() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1789] UnrealEditor_CoreUObject!PackageReloadInternal::LoadReplacementPackage() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\PackageReload.cpp:328] UnrealEditor_CoreUObject!ReloadPackages() [D:\WS\D2_W2\Engine\Source\Runtime\CoreUObject\Private\UObject\PackageReload.cpp:552] UnrealEditor_UnrealEd!UPackageTools::ReloadPackages() [D:\WS\D2_W2\Engine\Source\Editor\UnrealEd\Private\PackageTools.cpp:891] UnrealEditor_UnrealEd!UPackageTools::ReloadPackages() [D:\WS\D2_W2\Engine\Source\Editor\UnrealEd\Private\PackageTools.cpp:594] UnrealEditor_ContentBrowserAssetDataSource!FAssetFileContextMenu::ExecuteReload() [D:\WS\D2_W2\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\AssetFileContextMenu.cpp:1812] UnrealEditor_ContentBrowserAssetDataSource!TBaseSPMethodDelegateInstance<0,FAssetFileContextMenu,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\WS\D2_W2\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307] UnrealEditor_Slate!SMenuEntryBlock::OnClicked() [D:\WS\D2_W2\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1157] UnrealEditor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\WS\D2_W2\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1108] UnrealEditor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\WS\D2_W2\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290] UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\WS\D2_W2\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:465] UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\WS\D2_W2\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:390] UnrealEditor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\WS\D2_W2\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:434] UnrealEditor_Slate!<lambda_51e270ca99ea7ce852539efd04dd453f>::operator()() [D:\WS\D2_W2\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5035] UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_51e270ca99ea7ce852539efd04dd453f> >() [D:\WS\D2_W2\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:407] UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\WS\D2_W2\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5021] UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\WS\D2_W2\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5569] UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\WS\D2_W2\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5534] UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\WS\D2_W2\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2220] UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\WS\D2_W2\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2727] UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\WS\D2_W2\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1088] UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\WS\D2_W2\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:926] user32 user32 UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\WS\D2_W2\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:138] UnrealEditor_Win64_DebugGame!FEngineLoop::Tick() [D:\WS\D2_W2\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5267] UnrealEditor_Win64_DebugGame!GuardedMain() [D:\WS\D2_W2\Engine\Source\Runtime\Launch\Private\Launch.cpp:186] UnrealEditor_Win64_DebugGame!GuardedMainWrapper() [D:\WS\D2_W2\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147] UnrealEditor_Win64_DebugGame!LaunchWindowsStartup() [D:\WS\D2_W2\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:290] UnrealEditor_Win64_DebugGame!WinMain() [D:\WS\D2_W2\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:337] UnrealEditor_Win64_DebugGame!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
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??
How can i modify the param name in EQS node
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-159901 in the post.
0 |
Component | UE - Anim - Runtime |
---|---|
Affects Versions | 5.0 |
Target Fix | 5.5 |
Fix Commit | 33133975 |
---|
Created | Jul 19, 2022 |
---|---|
Resolved | Apr 23, 2024 |
Updated | Apr 23, 2024 |