The editor is crashing when a child blueprint uses a billboard in the construction script after hovering over 'apply instance changes to blueprint' from the details panel.
1. Create a new blank template project
2. Create a blueprint 'B_Test1' based on an actor
3. Add in the construction script "Add Billboard Component"
4. Split the transform strut from the "Add Billboard Component"
5. Create a child of 'B_Test1'
6. Drag the new child blueprint into the project
7. Go to the 'Details' tab within the blueprint
8. Under 'Edit Blueprint' hover 'Apply Instance changes in Blueprint'
Result: Crash
Expected: You should be able to hover over 'Apply Instance changes in Blueprint' without any sort of crash.
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: SCSNode [Link Removed] [Line: 777]
"
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_UnrealEd!EditorUtilities::FindMatchingComponentInstance<TInlineAllocator<24,FDefaultAllocator> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editor.cpp:779]
UE4Editor_UnrealEd!EditorUtilities::CopyActorProperties() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editor.cpp:1021]
UE4Editor_Kismet!SSCSEditor::OnGetApplyChangesToBlueprintTooltip() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\sscseditor.cpp:5542]
UE4Editor_Kismet!TMemberFunctionCaller<SSCSEditor,FText (__cdecl SSCSEditor::*)(void)const __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Kismet!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FText,TMemberFunctionCaller<SSCSEditor,FText (__cdecl SSCSEditor::*)(void)const __ptr64> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<1,SSCSEditor,0,FText __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate<FText>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!TAttribute<FText>::Get() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\misc\attribute.h:135]
UE4Editor_Slate!SToolTip::IsEmpty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\widgets\stooltip.cpp:84]
UE4Editor_Slate!FSlateApplication::UpdateToolTip() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:2795]
UE4Editor_Slate!FSlateApplication::ProcessMouseMoveEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4370]
UE4Editor_Slate!FSlateApplication::OnMouseMove() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4334]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1453]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1711]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2323]
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 have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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Installer 4.10 failed with error code R-1603
I am not able to find world outliner how to enable it?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.8.1 |
Target Fix | 4.9 |
Fix Commit | 2609777 |
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Created | Jun 24, 2015 |
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Resolved | Jul 2, 2015 |
Updated | Apr 27, 2018 |