Description

in 4.27 open this asset could not crash ,but 5.0.2 could get crashed

Steps to Reproduce

open project, in editor, open asset named "Player_Attack_0_0_Montage" ,then crash

Callstack

> UnrealEditor-CoreUObject-Win64-Debug.dll!<lambda_7b5dca663335b606d45bf5fb6125359a>::operator()<FLogCategoryLogUObjectGlobals,wchar_t [109],wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *>(const FLogCategoryLogUObjectGlobals & LCategoryName, const wchar_t[109] & LFormat, const wchar_t * const & <UE_LOG_Args_0>, const wchar_t * const & <UE_LOG_Args_1>, const wchar_t * const & <UE_LOG_Args_2>, const wchar_t * const & <UE_LOG_Args_3>, const wchar_t * const & <UE_LOG_Args_4>) Line 2485 C+> UnrealEditor-CoreUObject-Win64-Debug.dll!<lambda_7b5dca663335b606d45bf5fb6125359a>::operator()<FLogCategoryLogUObjectGlobals,wchar_t [109],wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *>(const FLogCategoryLogUObjectGlobals & LCategoryName, const wchar_t[109] & LFormat, const wchar_t * const & <UE_LOG_Args_0>, const wchar_t * const & <UE_LOG_Args_1>, const wchar_t * const & <UE_LOG_Args_2>, const wchar_t * const & <UE_LOG_Args_3>, const wchar_t * const & <UE_LOG_Args_4>) Line 2485 C  UnrealEditor-CoreUObject-Win64-Debug.dll!DispatchCheckVerify<void,<lambda_7b5dca663335b606d45bf5fb6125359a>,FLogCategoryLogUObjectGlobals,wchar_t [109],wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *>(StaticAllocateObject::_l64::<lambda_7b5dca663335b606d45bf5fb6125359a> && Inner, const FLogCategoryLogUObjectGlobals & <Args_0>, const wchar_t[109] & <Args_1>, const wchar_t * const & <Args_2>, const wchar_t * const & <Args_3>, const wchar_t * const & <Args_4>, const wchar_t * const & <Args_5>, const wchar_t * const & <Args_6>) Line 170 C  UnrealEditor-CoreUObject-Win64-Debug.dll!StaticAllocateObject(const UClass * InClass, UObject * InOuter, FName InName, EObjectFlags InFlags, EInternalObjectFlags InternalSetFlags, bool bCanRecycleSubobjects, bool * bOutRecycledSubobject, UPackage * ExternalPackage) Line 2485 C  UnrealEditor-CoreUObject-Win64-Debug.dll!StaticConstructObject_Internal(const FStaticConstructObjectParameters & Params) Line 3516 C  UnrealEditor-UnrealEd-Win64-Debug.dll!NewObject<UObject>(UObject * Outer, const UClass * Class, FName Name, EObjectFlags Flags, UObject * Template, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph * InInstanceGraph, UPackage * ExternalPackage) Line 1405 C  UnrealEditor-UnrealEd-Win64-Debug.dll!ReplaceObjectHelper(UObject * & OldObject, UClass * OldClass, UObject * & NewUObject, UClass * NewClass, TMap<UObject *,UObject *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UObject *,UObject *,0>> & OldToNewInstanceMap, TMap<UObject *,FName,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UObject *,FName,0>> & OldToNewNameMap, int OldObjIndex, TArray<UObject *,TSizedDefaultAllocator<32>> & ObjectsToReplace, TArray<UObject *,TSizedDefaultAllocator<32>> & PotentialEditorsForRefreshing, TSet<AActor *,DefaultKeyFuncs<AActor *,0>,FDefaultSetAllocator> & OwnersToRerunConstructionScript, TFunctionRef<TArray<USceneComponent *,TSizedDefaultAllocator<32>> & __cdecl(USceneComponent *)> GetAttachChildrenArray, bool bIsComponent, bool bArchetypesAreUpToDate) Line 1890 C  UnrealEditor-UnrealEd-Win64-Debug.dll!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner(TMap<UClass *,UClass *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,UClass *,0>> & InOldToNewClassMap, UObject * InOriginalCDO, TSet<UObject *,DefaultKeyFuncs<UObject *,0>,FDefaultSetAllocator> * ObjectsThatShouldUseOldStuff, bool bClassObjectReplaced, bool bPreserveRootComponent, bool bArchetypesAreUpToDate, const TSet<UObject *,DefaultKeyFuncs<UObject *,0>,FDefaultSetAllocator> * InstancesThatShouldUseOldClass, bool bReplaceReferencesToOldClasses) Line 2357 C  UnrealEditor-UnrealEd-Win64-Debug.dll!FBlueprintCompileReinstancer::BatchReplaceInstancesOfClass(TMap<UClass *,UClass *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,UClass *,0>> & InOldToNewClassMap, const FBatchReplaceInstancesOfClassParameters & Options) Line 1591 C  UnrealEditor-Kismet-Win64-Debug.dll!FBlueprintCompilationManagerImpl::FlushReinstancingQueueImpl() Line 1714 C  UnrealEditor-Kismet-Win64-Debug.dll!FlushReinstancingQueueImplWrapper() Line 3080 C  UnrealEditor-CoreUObject-Win64-Debug.dll!FBlueprintSupport::FlushReinstancingQueue() Line 130 C  UnrealEditor-CoreUObject-Win64-Debug.dll!EndLoad(FUObjectSerializeContext * LoadContext, TArray<UPackage *,TSizedDefaultAllocator<32>> * OutLoadedPackages) Line 1805 C  UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackageInternal::_l58::<lambda>() Line 1264 C  UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackageInternal(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1298 C  UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackage(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1520 C  UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 1500 C  UnrealEditor-CoreUObject-Win64-Debug.dll!ResolveName(UObject * & InPackage, FString & InOutName, bool Create, bool Throw, unsigned int LoadFlags, const FLinkerInstancingContext * InstancingContext) Line 798 C  UnrealEditor-CoreUObject-Win64-Debug.dll!StaticLoadObjectInternal(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 875 C  UnrealEditor-CoreUObject-Win64-Debug.dll!StaticLoadObject(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 953 C  UnrealEditor-ContentBrowserAssetDataSource-Win64-Debug.dll!FAssetData::GetAsset() Line 363 C+

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-163922 in the post.

0
Login to Vote

Fixed
ComponentUE - Gameplay - Blueprint Compiler
Affects Versions5.0.2
Target Fix5.1
Fix Commit22481956
Main Commit22484128
Release Commit22481956
CreatedSep 15, 2022
ResolvedOct 12, 2022
UpdatedJan 3, 2023