In some scenarios, FPropertyDelegate::SignatureFunction can point to freed memory after a garbage collection run. This appears to be more common when running the CompileAllBlueprints commandlet.
Note: testing requires a small modification of engine code:
> UnrealEditor-CoreUObject-Win64-Debug.dll!FDuplicateDataWriter::operator<<(UObject * & Object) Line 65 C+> UnrealEditor-CoreUObject-Win64-Debug.dll!FDuplicateDataWriter::operator<<(UObject * & Object) Line 65 C UnrealEditor-CoreUObject-Win64-Debug.dll!FDelegateProperty::Serialize(FArchive & Ar) Line 168 C UnrealEditor-CoreUObject-Win64-Debug.dll!UStruct::SerializeProperties(FArchive & Ar) Line 1783 C UnrealEditor-CoreUObject-Win64-Debug.dll!UStruct::Serialize(FArchive & Ar) Line 1861 C UnrealEditor-CoreUObject-Win64-Debug.dll!UFunction::Serialize(FArchive & Ar) Line 5925 C UnrealEditor-CoreUObject-Win64-Debug.dll!StaticDuplicateObjectEx(FObjectDuplicationParameters & Parameters) Line 2174 C UnrealEditor-CoreUObject-Win64-Debug.dll!StaticDuplicateObject(const UObject * SourceObject, UObject * DestOuter, const FName DestName, EObjectFlags FlagMask, UClass * DestClass, EDuplicateMode::Type DuplicateMode, EInternalObjectFlags InternalFlagsMask) Line 2061 C UnrealEditor-UnrealEd-Win64-Debug.dll!FBlueprintCompileReinstancer::MoveDependentSkelToReinst(UClass * OwnerClass, TMap<UClass *,UClass *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,UClass *,0>> & OldToNewMap) Line 1663 C UnrealEditor-Kismet-Win64-Debug.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl(bool bSuppressBroadcastCompiled, TArray<UBlueprint *,TSizedDefaultAllocator<32>> * BlueprintsCompiled, TArray<UBlueprint *,TSizedDefaultAllocator<32>> * BlueprintsCompiledOrSkeletonCompiled, FUObjectSerializeContext * InLoadContext) Line 889 C UnrealEditor-Kismet-Win64-Debug.dll!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl(const FBPCompileRequestInternal & Request) Line 267 C UnrealEditor-Kismet-Win64-Debug.dll!FBlueprintCompilationManager::CompileSynchronously(const FBPCompileRequest & Request) Line 3159 C UnrealEditor-UnrealEd-Win64-Debug.dll!FKismetEditorUtilities::CompileBlueprint(UBlueprint * BlueprintObj, EBlueprintCompileOptions CompileFlags, FCompilerResultsLog * pResults) Line 761 C UnrealEditor-UnrealEd-Win64-Debug.dll!UCompileAllBlueprintsCommandlet::CompileBlueprint(UBlueprint * Blueprint) Line 315 C UnrealEditor-UnrealEd-Win64-Debug.dll!UCompileAllBlueprintsCommandlet::BuildBlueprints() Line 162 C UnrealEditor-UnrealEd-Win64-Debug.dll!UCompileAllBlueprintsCommandlet::Main(const FString & Params) Line 40 C UnrealEditor-Win64-Debug.exe!FEngineLoop::PreInitPostStartupScreen(const wchar_t * CmdLine) Line 3659 C UnrealEditor-Win64-Debug.exe!FEngineLoop::PreInit(const wchar_t * CmdLine) Line 3883 C UnrealEditor-Win64-Debug.exe!EnginePreInit(const wchar_t * CmdLine) Line 42 C UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 137 C UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * _formal, int nCmdShow, const wchar_t * CmdLine) Line 272 C UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE_ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330 C+
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0 |
Component | UE - Gameplay - Blueprint Compiler |
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Affects Versions | 5.0 |
Target Fix | 5.1 |
Created | Aug 19, 2022 |
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Resolved | Aug 22, 2022 |
Updated | Sep 30, 2022 |