Description

Reproduced 3/3 times. Unclear whether this is a regression as filter GUI is new in 5.1 for Outliner.

Steps to Reproduce
  1. Create a new basic level & save it.
  2. Create 2 Blueprint actors. Give Actor1 a child actor component and assign it as Actor2.
  3. Compile & save actors.
  4. Add Actor1 to level. Save level
  5. Navigate to Tools>World Partition>Convert Level
  6. Convert In Place
  7. Actor1 should now be unloaded
  8. In the Outliner, enable Static Mesh Actor Filter
  9. In World Partition panel, highlight area where actor is and load actor

Actual Result: Editor Crashes. Only occurs when filter is enabled.

Expected Result: No Crash.

Callstack
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010

UnrealEditor_SceneOutliner!FActorBrowsingMode::CompareItemWithClassName() [D:\build\++UE5\Sync\Engine\Source\Editor\SceneOutliner\Private\ActorBrowsingMode.cpp:2260]
UnrealEditor_SceneOutliner!TBaseSPMethodDelegateInstance<1,SSceneOutliner const ,1,bool __cdecl(ISceneOutlinerTreeItem const &,TSet<FTopLevelAssetPath,DefaultKeyFuncs<FTopLevelAssetPath,0>,FDefaultSetAllocator> const &),FDefaultDelegateUserPolicy>::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:295]
UnrealEditor_SceneOutliner!FAssetFilter<ISceneOutlinerTreeItem const &>::PassesFilter() [D:\build\++UE5\Sync\Engine\Source\Editor\EditorWidgets\Public\Filters\AssetFilter.h:122]
UnrealEditor_SceneOutliner!TFilterCollection<ISceneOutlinerTreeItem const &>::PassesAllFilters() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\FilterCollection.h:113]
UnrealEditor_SceneOutliner!SSceneOutliner::CreateItemFor<FActorTreeItem,AActor *>() [D:\build\++UE5\Sync\Engine\Source\Editor\SceneOutliner\Public\SSceneOutliner.h:526]
UnrealEditor_SceneOutliner!FActorHierarchy::OnLevelActorAdded() [D:\build\++UE5\Sync\Engine\Source\Editor\SceneOutliner\Private\ActorHierarchy.cpp:594]
UnrealEditor_SceneOutliner!FActorHierarchy::OnLoadedActorAdded() [D:\build\++UE5\Sync\Engine\Source\Editor\SceneOutliner\Private\ActorHierarchy.cpp:636]
UnrealEditor_SceneOutliner!TBaseRawMethodDelegateInstance<0,FActorHierarchy,void __cdecl(AActor &),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:476]
UnrealEditor_Engine!ULevel::AddLoadedActors() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp:951]
UnrealEditor_Engine!FWorldPartitionLoadingContext::FDeferred::~FDeferred() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionHandle.cpp:147]
UnrealEditor_Engine!IWorldPartitionActorLoaderInterface::ILoaderAdapter::RefreshLoadedState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionActorLoaderInterface.cpp:224]
UnrealEditor_Engine!IWorldPartitionActorLoaderInterface::ILoaderAdapter::Load() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionActorLoaderInterface.cpp:46]
UnrealEditor_WorldPartitionEditor!SWorldPartitionEditorGrid2D::CreateRegionFromSelection() [D:\build\++UE5\Sync\Engine\Source\Editor\WorldPartitionEditor\Private\WorldPartition\SWorldPartitionEditorGrid2D.cpp:479]
UnrealEditor_WorldPartitionEditor!TBaseSPMethodDelegateInstance<0,SWorldPartitionEditorGrid2D,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:312]
UnrealEditor_Slate!FUICommandList::ExecuteAction() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:111]
UnrealEditor_Slate!SMenuEntryBlock::OnClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1148]
UnrealEditor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1108]
UnrealEditor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:295]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:465]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:390]
UnrealEditor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:434]
UnrealEditor_Slate!<lambda_51e270ca99ea7ce852539efd04dd453f>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5046]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_51e270ca99ea7ce852539efd04dd453f> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:412]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5032]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5601]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5566]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2219]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2726]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1895]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:925]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:142]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5291]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:202]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

 

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Fixed
ComponentUE - Editor
Affects Versions5.1
Target Fix5.1.1
Fix Commit23407104
Release Commit23407104
CreatedDec 5, 2022
ResolvedDec 13, 2022
UpdatedDec 13, 2022