Crash when opening anim sequence and closing one viewport with two viewports open.
No crash when one viewport is closed from one viewport open.
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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0 |
Component | UE - Anim - Runtime |
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Affects Versions | 5.2, 5.3 |
Target Fix | 5.3 |
Created | Jul 20, 2023 |
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Resolved | Aug 2, 2023 |
Updated | Aug 3, 2023 |