A level blueprint that has blueprint functions on keybound events freezes and crashes when in PIE and save is pressed.
Frequency: 7/7
Crashreporter: [Link Removed]
Note: If all level blueprint nodes are removed or moved to a character blueprint the freeze/crash no longer occurs.
1. Download and open project at link:
[Link Removed]
2. Press PIE
3. With PIE still active, press save
Results:
Editor hangs, an error appears stating that the .umap cannot be saved. Editor crashes.
Expected:
Either editor saves .umap file or a warning appears and the save is cancelled.
MachineId:4E82586D46B558EA69EF0EAA821297B1
EpicAccountId:1558531203f84e81b70959b8a59badef
Unknown exception - code 00000001 (first/second chance not available)
"Fatal error: [Link Removed] [Line: 70]
Critical Error InputComponent //Game//
KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_Core!FMsg::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:523]
UE4Editor_MessageLog!FMessageLogListingModel::AddMessageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\developer\messagelog\private\model\messageloglistingmodel.cpp:70]
UE4Editor_MessageLog!FMessageLogListingModel::AddMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\developer\messagelog\private\model\messageloglistingmodel.cpp:89]
UE4Editor_Core!FMessageLog::Flush() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\logging\messagelog.cpp:188]
UE4Editor_Core!FMessageLog::~FMessageLog() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\logging\messagelog.cpp:91]
UE4Editor_UnrealEd!UEditorEngine::EndPlayMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:267]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:973]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2355]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Installer 4.10 failed with error code R-1603
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.8 |
Target Fix | 4.10 |
Created | Jun 8, 2015 |
---|---|
Resolved | Oct 9, 2015 |
Updated | Apr 27, 2018 |