Description

Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression.

Steps to Reproduce
  1. Create a new Project
  2. Open Level Blueprint
  3. Create a new Function, with a Local Set variable
  4. Wire Function as described:
    1. Start Node > Get All Actors Of Class (Actor Class set to Pawn)
    2. Exec & Out Actors > For Each Loop
    3. Loop Body & Array Element> Add to Set
    4. Completed > Return
    5. Get Local Set > Add to Set & Return
  5. In Level Blueprint Event Graph, wire as described:
    1. BeginPlay > [Your Function]
    2. Drag off Local Set & Promote to Variable ([Your Function] should get wired with it)
    3.  Set Exec & Output > Set Actor Hidden In Game
  6. Compile and Save
  7. PIE

Actual Result: Editor Crashes

Expected Result: Editor should not crash

Callstack
Assertion failed: Count >= 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 5738]

 

UnrealEditor-CoreUObject!FScriptSetHelper::DestructItems(int,int) [UnrealType.h:5738]
UnrealEditor-CoreUObject!FScriptSetHelper::EmptyElements(int) [UnrealType.h:5395]
UnrealEditor-CoreUObject!FSetProperty::CopyValuesInternal(void *,void const *,int) [PropertySet.cpp:805]
UnrealEditor-CoreUObject!UObject::execInstanceVariable(UObject *,FFrame &,void * const) [ScriptCore.cpp:2213]
UnrealEditor-CoreUObject!UObject::ProcessContextOpcode(FFrame &,void * const,bool) [ScriptCore.cpp:3074]
UnrealEditor-CoreUObject!ProcessLocalScriptFunction(UObject *,FFrame &,void * const) [ScriptCore.cpp:1188]
UnrealEditor-CoreUObject!void ProcessScriptFunction<void (__cdecl*) [ScriptCore.cpp:1018]
UnrealEditor-CoreUObject!ProcessLocalFunction(UObject *,UFunction *,FFrame &,void * const) [ScriptCore.cpp:1258]
UnrealEditor-CoreUObject!ProcessLocalScriptFunction(UObject *,FFrame &,void * const) [ScriptCore.cpp:1188]
UnrealEditor-CoreUObject!UObject::ProcessInternal(UObject *,FFrame &,void * const) [ScriptCore.cpp:1285]
UnrealEditor-CoreUObject!UFunction::Invoke(UObject *,FFrame &,void * const) [Class.cpp:6455]
UnrealEditor-CoreUObject!UObject::ProcessEvent(UFunction *,void *) [ScriptCore.cpp:2116]
UnrealEditor-Engine!AActor::ProcessEvent(UFunction *,void *) [Actor.cpp:1055]
UnrealEditor-Engine!AActor::BeginPlay() [Actor.cpp:4115]
UnrealEditor-Engine!AActor::DispatchBeginPlay(bool) [Actor.cpp:4055]
UnrealEditor-Engine!AWorldSettings::NotifyBeginPlay() [WorldSettings.cpp:291]
UnrealEditor-Engine!AGameStateBase::HandleBeginPlay() [GameStateBase.cpp:207]
UnrealEditor-Engine!UWorld::BeginPlay() [World.cpp:4882]
UnrealEditor-Engine!UGameInstance::StartPlayInEditorGameInstance(ULocalPlayer *,FGameInstancePIEParameters const &) [GameInstance.cpp:547]
UnrealEditor-UnrealEd!7ffc6ecb0000 + d36395
UnrealEditor-UnrealEd!7ffc6ecb0000 + d5d279
UnrealEditor-UnrealEd!7ffc6ecb0000 + d36feb
UnrealEditor-UnrealEd!7ffc6ecb0000 + d7723a
UnrealEditor-UnrealEd!7ffc6ecb0000 + d7ae57
UnrealEditor-UnrealEd!7ffc6ecb0000 + d7a621
UnrealEditor-UnrealEd!7ffc6ecb0000 + 6eb1f5
UnrealEditor-UnrealEd!7ffc6ecb0000 + 116d1b6
UnrealEditor!7ff68e8c0000 + 852c
UnrealEditor!7ff68e8c0000 + 2287d
UnrealEditor!7ff68e8c0000 + 2296a
UnrealEditor!7ff68e8c0000 + 25680
UnrealEditor!7ff68e8c0000 + 371b4
UnrealEditor!7ff68e8c0000 + 3a516
KERNEL32!7ffce54e0000 + 17034
ntdll!7ffce5850000 + 526a1
 

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Fixed
ComponentUE - Gameplay - Blueprint Runtime
Affects Versions5.1
Target Fix5.2
Fix Commit23252340
Main Commit23252340
CreatedNov 16, 2022
ResolvedNov 23, 2022
UpdatedDec 14, 2022