When double click splines point tangent, the editor will crash.
This issue related to [Link Removed], it didn't care about double-click case.
Workaround:
void FEditorViewportClient::ProcessDoubleClickInViewport( const struct FInputEventState& InputState, FSceneView& View ) { MouseDeltaTracker->StartTracking( this, HitX, HitY, InputState ); bIsTracking = true; GEditor->MouseMovement = FVector::ZeroVector; #if false // exchange this code HHitProxy* HitProxy = InputStateViewport->GetHitProxy(HitX,HitY); #else TRefCountPtr<HHitProxy> HitProxy = InputStateViewport->GetHitProxy(HitX, HitY); #endif ProcessClick(View,HitProxy,Key,Event,HitX,HitY); MouseDeltaTracker->EndTracking( this ); bIsTracking = false; }
UnrealEditor-Engine.dll!HHitProxy::IsA(HHitProxyType * TestType) Line 118 C++ UnrealEditor-LandscapeEditor.dll!FLandscapeToolSplines::HandleClick(HHitProxy * HitProxy, const FViewportClick & Click) Line 1118 C++ UnrealEditor-LandscapeEditor.dll!FEdModeLandscape::HandleClick(FEditorViewportClient * InViewportClient, HHitProxy * HitProxy, const FViewportClick & Click) Line 1594 C++ Line UnrealEditor-UnrealEd.dll!FEditorModeTools::HandleClick::__l2::<lambda_fbc7d2385a9974fad91e7fca122c7787>::operator()(ILegacyEdModeViewportInterface *) Line 1174 C++ Line UnrealEditor-UnrealEd.dll!Invoke(FEditorModeTools::HandleClick::__l2::<lambda_fbc7d2385a9974fad91e7fca122c7787> &) Line 47 C++ UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefCaller<<lambda_fbc7d2385a9974fad91e7fca122c7787>,bool __cdecl(ILegacyEdModeViewportInterface *)>::Call(void * Obj, ILegacyEdModeViewportInterface * & <Params_0>) Line 465 C++ Line UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::FFunctionRefStoragePolicy,bool __cdecl(ILegacyEdModeViewportInterface *)>::operator()(ILegacyEdModeViewportInterface * <Params_0>) Line 602 C++ Line UnrealEditor-UnrealEd.dll!FEditorModeTools::ForEachEdMode::__l2::<lambda_26a4ed9d0532b410e8a141ca95a30f0e>::operator()(UEdMode *) Line 555 C++ Line UnrealEditor-UnrealEd.dll!Invoke(FEditorModeTools::ForEachEdMode::__l2::<lambda_26a4ed9d0532b410e8a141ca95a30f0e> &) Line 47 C++ UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefCaller<<lambda_26a4ed9d0532b410e8a141ca95a30f0e>,bool __cdecl(UEdMode *)>::Call(void * Obj, UEdMode * & <Params_0>) Line 466 C++ Line UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::FFunctionRefStoragePolicy,bool __cdecl(UEdMode *)>::operator()(UEdMode * <Params_0>) Line 602 C++ UnrealEditor-UnrealEd.dll!FEditorModeTools::ForEachEdMode(TFunctionRef<bool __cdecl(UEdMode *)> InCalllback) Line 607 C++ UnrealEditor-UnrealEd.dll!FEditorModeTools::ForEachEdMode<ILegacyEdModeViewportInterface>(TFunctionRef<bool __cdecl(ILegacyEdModeViewportInterface *)> InCallback) Line 551 C++ UnrealEditor-UnrealEd.dll!FEditorModeTools::HandleClick(FEditorViewportClient * InViewportClient, HHitProxy * HitProxy, const FViewportClick & Click) Line 1172 C++ UnrealEditor-UnrealEd.dll!FLevelEditorViewportClient::ProcessClick(FSceneView & View, HHitProxy * HitProxy, FKey Key, EInputEvent Event, unsigned int HitX, unsigned int HitY) Line 2317 C++ UnrealEditor-UnrealEd.dll!FEditorViewportClient::ProcessDoubleClickInViewport(const FInputEventState & InputState, FSceneView & View) Line 3244 C++ UnrealEditor-UnrealEd.dll!FEditorViewportClient::Internal_InputKey(const FInputKeyEventArgs & EventArgs) Line 2972 C++ UnrealEditor-UnrealEd.dll!FLevelEditorViewportClient::InputKey(const FInputKeyEventArgs & InEventArgs) Line 3041 C++ UnrealEditor-Engine.dll!FSceneViewport::OnMouseButtonDoubleClick(const FGeometry & InGeometry, const FPointerEvent & InMouseEvent) Line 806 C++ UnrealEditor-Slate.dll!SViewport::OnMouseButtonDoubleClick(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 281 C++ Line UnrealEditor-Slate.dll!FSlateApplication::RoutePointerDoubleClickEvent::__l2::<lambda_78edfce7e8004af14cff0d7d3c3f4e9b>::operator()(const FArrangedWidget &) Line 5530 C++ UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_78edfce7e8004af14cff0d7d3c3f4e9b>>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerDoubleClickEvent::__l2::<lambda_78edfce7e8004af14cff0d7d3c3f4e9b> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 412 C++ UnrealEditor-Slate.dll!FSlateApplication::RoutePointerDoubleClickEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5528 C++ UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonDoubleClickEvent(const TSharedPtr<FGenericWindow,1> & PlatformWindow, const FPointerEvent & InMouseEvent) Line 5513 C++ UnrealEditor-Slate.dll!FSlateApplication::OnMouseDoubleClick(const TSharedPtr<FGenericWindow,1> & PlatformWindow, const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5476 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2223 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2726 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1895 C++ Line UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 919 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 925 C++ Line UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 113 C++ UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 142 C++ UnrealEditor.exe!FEngineLoop::Tick() Line 5293 C++ Line UnrealEditor.exe!EngineTick() Line 66 C++ UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 202 C++ UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 233 C++ UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 282 C++
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-182880 in the post.
0 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 5.0, 5.1 |
Target Fix | 5.3 |
Created | Apr 11, 2023 |
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Resolved | Apr 14, 2023 |
Updated | Jul 30, 2024 |