Description

When renaming actors during PIE the actor generates a new, non memory/temporary, actor package underneath the PIE world- this is then causing checks in EnumerateMemoryAssetsHelper (in AssetRegistry.cpp) 

Steps to Reproduce

See attached project in UDN.

Callstack
UnrealEditor-AssetRegistry.dll!UE::AssetRegistry::Utils::EnumerateMemoryAssetsHelper::__l2::<lambda_1>::operator()(const UObject * Obj, UE::AssetRegistry::Utils::EnumerateMemoryAssetsHelper::__l2::FFilterData & FilterData) Line 2163	C++
 	UnrealEditor-AssetRegistry.dll!UE::AssetRegistry::Utils::EnumerateMemoryAssetsHelper(const FARCompiledFilter & InFilter, TSet<FName,DefaultKeyFuncs<FName,0>,FDefaultSetAllocator> & OutPackageNamesWithAssets, bool & bOutStopIteration, TFunctionRef<bool __cdecl(UObject const *,FAssetData &&)> Callback, bool bSkipARFilteredAssets) Line 2300	C++
 	UnrealEditor-AssetRegistry.dll!UE::AssetRegistry::Utils::EnumerateMemoryAssets(const FARCompiledFilter & InFilter, TSet<FName,DefaultKeyFuncs<FName,0>,FDefaultSetAllocator> & OutPackageNamesWithAssets, bool & bOutStopIteration, FWindowsRWLock & InterfaceLock, const FAssetRegistryState & GuardedDataState, TFunctionRef<bool __cdecl(FAssetData &&)> Callback, bool bSkipARFilteredAssets) Line 2326	C++
 	UnrealEditor-AssetRegistry.dll!UAssetRegistryImpl::GetAssets(const FARFilter & InFilter, TArray<FAssetData,TSizedDefaultAllocator<32>> & OutAssetData, bool bSkipARFilteredAssets) Line 2019	C++
 	UnrealEditor-AssetRegistry.dll!UAssetRegistryImpl::GetAssetsByPath(FName PackagePath, TArray<FAssetData,TSizedDefaultAllocator<32>> & OutAssetData, bool bRecursive, bool bIncludeOnlyOnDiskAssets) Line 1906	C++
 	UnrealEditor-Engine.dll!UConsole::BuildRuntimeAutoCompleteList::__l29::<lambda_1>::operator()(TArray<FString,TSizedDefaultAllocator<32>> & OutPackages, const FString & InPath) Line 295	C++
 	UnrealEditor-Engine.dll!UConsole::BuildRuntimeAutoCompleteList(bool bForce) Line 322	C++
 	UnrealEditor-RenamePIECheck.dll!ARenameableActor::ForceBuildAutocompleteList() Line 50	C++
 	UnrealEditor-CoreUObject.dll!UObject::execCallMathFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1075	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1206	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1304	C++
 	UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6762	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2142	C++
 	UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1082	C++
 	UnrealEditor-Engine.dll!FLatentActionManager::TickLatentActionForObject(float DeltaTime, TMultiMap<int,FPendingLatentAction *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<int,FPendingLatentAction *,1>> & ObjectActionList, UObject * InObject) Line 314	C++
 	UnrealEditor-Engine.dll!FLatentActionManager::ProcessLatentActions(UObject * InObject, float DeltaTime) Line 208	C++
 	UnrealEditor-Engine.dll!AActor::Tick(float DeltaSeconds) Line 1500	C++
 	UnrealEditor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 1476	C++
 	UnrealEditor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 233	C++
 	UnrealEditor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 278	C++
 	UnrealEditor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1258	C++
 	[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 863	C++
 	UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 758	C++
 	UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 649	C++
 	[Inline Frame] UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 2066	C++
 	UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 2120	C++
 	UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 556	C++
 	UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1583	C++
 	UnrealEditor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 772	C++
 	UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1499	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1937	C++
 	UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 538	C++
 	UnrealEditor.exe!FEngineLoop::Tick() Line 5863	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++
 	[Inline Frame] UnrealEditor.exe!invoke_main() Line 102	C++
 	UnrealEditor.exe!__scrt_common_main_seh() Line 288	C++

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201793 in the post.

0
Login to Vote

Fixed
Fix Commit30243282
Main Commit30243817
CreatedDec 4, 2023
ResolvedDec 11, 2023
UpdatedJan 20, 2024