Description

Crash when opening anim sequence and closing one viewport with two viewports open.

No crash when one viewport is closed from one viewport open.

Steps to Reproduce
  1. Open third person template in editor
  2. Open anim sequence asset
  3. Add viewport ([Window]>[Viewports]>[Viewport 2])
  4. Close Viewport 2 selecting close button
Callstack
UnrealEditor-Persona.dll!FSkeletonSelectionEditMode::ShouldDrawWidget() Line 439    C++
[Inline Frame] UnrealEditor-UnrealEd.dll!FEditorModeTools::GetShowWidget::__l2::<lambda_1>::operator()(ILegacyEdModeWidgetInterface *) Line 1677    C++
[Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(FEditorModeTools::GetShowWidget::__l2::<lambda_1> &) Line 47    C++
UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefCaller<`FEditorModeTools::GetShowWidget'::`2'::<lambda_1>,bool __cdecl(ILegacyEdModeWidgetInterface *)>::Call(void * Obj, ILegacyEdModeWidgetInterface * & <Params_0>) Line 470    C++
[Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::FFunctionRefStoragePolicy,bool __cdecl(ILegacyEdModeWidgetInterface *)>::operator()(ILegacyEdModeWidgetInterface * <Params_0>) Line 629    C++
[Inline Frame] UnrealEditor-UnrealEd.dll!FEditorModeTools::ForEachEdMode::__l2::<lambda_1>::operator()(UEdMode *) Line 557    C++
[Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(FEditorModeTools::ForEachEdMode::__l2::<lambda_1> &) Line 47    C++
UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefCaller<`FEditorModeTools::ForEachEdMode<ILegacyEdModeWidgetInterface>'::`2'::<lambda_1>,bool __cdecl(UEdMode *)>::Call(void * Obj, UEdMode * & <Params_0>) Line 471    C++
[Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::FFunctionRefStoragePolicy,bool __cdecl(UEdMode *)>::operator()(UEdMode * <Params_0>) Line 629    C++
UnrealEditor-UnrealEd.dll!FEditorModeTools::ForEachEdMode(TFunctionRef<bool __cdecl(UEdMode *)> InCalllback) Line 621    C++
UnrealEditor-UnrealEd.dll!FEditorModeTools::ForEachEdMode<ILegacyEdModeWidgetInterface>(TFunctionRef<bool __cdecl(ILegacyEdModeWidgetInterface *)> InCallback) Line 553    C++
UnrealEditor-UnrealEd.dll!FEditorModeTools::GetShowWidget() Line 1680    C++
UnrealEditor-UnrealEd.dll!FWidget::Render(const FSceneView * View, FPrimitiveDrawInterface * PDI, FEditorViewportClient * ViewportClient) Line 183    C++
UnrealEditor-UnrealEd.dll!FEditorViewportClient::Draw(const FSceneView * View, FPrimitiveDrawInterface * PDI) Line 4341    C++
UnrealEditor-Persona.dll!FAnimationViewportClient::Draw(const FSceneView * View, FPrimitiveDrawInterface * PDI) Line 527    C++
UnrealEditor-Renderer.dll!FSceneRenderer::FSceneRenderer(const FSceneViewFamily * InViewFamily, FHitProxyConsumer * HitProxyConsumer) Line 2548    C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::FDeferredShadingSceneRenderer(const FSceneViewFamily * InViewFamily, FHitProxyConsumer * HitProxyConsumer) Line 516    C++
UnrealEditor-Renderer.dll!FSceneRenderer::CreateSceneRenderers(TArrayView<FSceneViewFamily const *,int> InViewFamilies, FHitProxyConsumer * HitProxyConsumer, TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & OutSceneRenderers) Line 4006    C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies(FCanvas * Canvas, TArrayView<FSceneViewFamily *,int> ViewFamilies) Line 4801    C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamily(FCanvas * Canvas, FSceneViewFamily * ViewFamily) Line 4687    C++
UnrealEditor-UnrealEd.dll!FEditorViewportClient::Draw(FViewport * InViewport, FCanvas * Canvas) Line 4204    C++
UnrealEditor-Engine.dll!FViewport::Draw(bool bShouldPresent) Line 1854    C++
UnrealEditor-UnrealEd.dll!UEditorEngine::UpdateSingleViewportClient(FEditorViewportClient * InViewportClient, const bool bInAllowNonRealtimeViewportToDraw, bool bLinkedOrthoMovement) Line 2429    C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2124    C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 531    C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5823    C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 61    C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188    C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247    C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298    C++
[External Code]     

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Fixed
ComponentUE - Anim - Runtime
Affects Versions5.25.3
Target Fix5.3
Fix Commit26769928
Main Commit26771089
Release Commit26769928
CreatedJul 20, 2023
ResolvedAug 2, 2023
UpdatedAug 3, 2023