Description

Crash assigning mesh to spline on tiled landscape.

Steps to Reproduce

1. Create a new level, save it and enable world composition in world properties
2. Use the Levels window to import a new tiled landscape from the tiles in the attached zip file
3. Load the tile levels from the Levels window
4. In landscape edit mode, select spline edit
5. Create some splines using Ctrl + Click
6. Ctrl + A to select all mountains icons
7. Set a static mesh in details panel

Assertion failed: ForeignWorldSplineData

Callstack
	UE4Editor-Landscape-Win64-Debug.dll!ULandscapeSplinesComponent::UpdateModificationKey(ULandscapeSplineControlPoint * Owner) Line 860	C++
 	UE4Editor-Landscape-Win64-Debug.dll!ULandscapeSplineControlPoint::UpdateSplinePoints(bool bUpdateCollision, bool bUpdateAttachedSegments) Line 1397	C++
 	UE4Editor-Landscape-Win64-Debug.dll!ULandscapeSplineControlPoint::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 1652	C++
 	UE4Editor-CoreUObject-Win64-Debug.dll!UObject::PostEditChangeChainProperty(FPropertyChangedChainEvent & PropertyChangedEvent) Line 376	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyNode::NotifyPostChange(FPropertyChangedEvent & InPropertyChangedEvent, FNotifyHook * InNotifyHook) Line 1979	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::ImportText(const TArray<FObjectBaseAddress,FDefaultAllocator> & InObjects, const TArray<FString,FDefaultAllocator> & InValues, FPropertyNode * InPropertyNode, unsigned int Flags) Line 446	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::ImportText(const FString & InValue, FPropertyNode * InPropertyNode, unsigned int Flags) Line 297	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::SendTextToObjectProperty(const FString & Text, unsigned int Flags) Line 253	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::SetObject(const UObject * NewObject, unsigned int Flags) Line 727	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::OnUseSelected() Line 860	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyHandleBase::SetObjectValueFromSelection() Line 2004	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!SPropertyEditorAsset::OnUse() Line 707	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!TMemberFunctionCaller<SPropertyEditorAsset,void (__cdecl SPropertyEditorAsset::*)(void) __ptr64>::operator()<>() Line 162	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,SPropertyEditorAsset,0,TTypeWrapper<void> __cdecl(void)>::Execute() Line 282	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,SPropertyEditorAsset,0,void __cdecl(void)>::ExecuteIfSafe() Line 390	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!TBaseDelegate<void>::ExecuteIfBound() Line 519	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!PropertyCustomizationHelpers::SPropertyEditorButton::OnClick() Line 67	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!TMemberFunctionCaller<PropertyCustomizationHelpers::SPropertyEditorButton,FReply (__cdecl PropertyCustomizationHelpers::SPropertyEditorButton::*)(void) __ptr64>::operator()<>() Line 161	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<PropertyCustomizationHelpers::SPropertyEditorButton,FReply (__cdecl PropertyCustomizationHelpers::SPropertyEditorButton::*)(void) __ptr64> >(TMemberFunctionCaller<PropertyCustomizationHelpers::SPropertyEditorButton,FReply (__cdecl PropertyCustomizationHelpers::SPropertyEditorButton::*)(void)> && Func) Line 113	C++
 	UE4Editor-PropertyEditor-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,PropertyCustomizationHelpers::SPropertyEditorButton,0,FReply __cdecl(void)>::Execute() Line 282	C++
 	UE4Editor-Slate-Win64-Debug.dll!TBaseDelegate<FReply>::Execute() Line 440	C++
 	UE4Editor-Slate-Win64-Debug.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 225	C++
 	UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::ProcessMouseButtonUpEvent::__l18::<lambda>(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 4170	C++
 	UE4Editor-Slate-Win64-Debug.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) >(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::ProcessMouseButtonUpEvent::__l18::FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) & Lambda) Line 212	C++
 	UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent & MouseEvent) Line 4173	C++
 	UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button) Line 4133	C++
 	UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1406	C++
 	UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 1711	C++
 	UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 764	C++
 	UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 627	C++
 	user32.dll!0000000076ff9bd1()	Unknown
 	user32.dll!0000000076ff3bfc()	Unknown
 	user32.dll!0000000076ff3b78()	Unknown
 	ammemb64.dll!000000000520e590()	Unknown
 	ammemb64.dll!0000000005252669()	Unknown
 	0000000002720058()	Unknown

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Fixed
ComponentUE - LD & Modeling - Terrain - Landscape
Affects Versions4.8
Target Fix4.8
Fix Commit2572456
Release Commit2572518
CreatedJun 1, 2015
ResolvedJun 1, 2015
UpdatedApr 27, 2018