Attempting to add the same widget to the viewport twice will result in an assertion and crash.
RESULT:
The Engine crashes with the following error message: "Assertion failed: !DelegateInstanceInterface->IsSameFunction(*InDelegateInstance)"
EXPECTED:
The user receives a warning letting them know that they cannot add the same widget to the viewport twice, and the Editor continues running.
MachineId:926CC4CD4DE75FA30341E2895D619D6E
EpicAccountId:2c96fbce8ce344c99520cc9b8922f191
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: !DelegateInstanceInterface->IsSameFunction(*InDelegateInstance) [File:d:\main-builds\ue4\engine\source\runtime\core\public\delegates\Delegat
UE4Editor_Core!FDebug::AssertFailed() [d:\main-builds\ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:366]
UE4Editor_UMG!TBaseMulticastDelegate<void,ULevel * __ptr64,UWorld * __ptr64>::AddDelegateInstance() [d:\main-builds\ue4\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:775]
UE4Editor_UMG!TBaseMulticastDelegate<void,ULevel * __ptr64,UWorld * __ptr64>::AddUObject<UUserWidget>() [d:\main-builds\ue4\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:696]
UE4Editor_UMG!UUserWidget::AddToScreen() [d:\main-builds\ue4\engine\source\runtime\umg\private\userwidget.cpp:525]
UE4Editor_UMG!UUserWidget::execAddToViewport() [d:\main-builds\ue4\engine\source\runtime\umg\public\blueprint\userwidget.h:143]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:4235]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:484]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1755]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:4235]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1050]
UE4Editor_Engine!AActor::ProcessEvent() [d:\main-builds\ue4\engine\source\runtime\engine\private\actor.cpp:594]
UE4Editor_Engine!AActor::BeginPlay() [d:\main-builds\ue4\engine\source\runtime\engine\private\actor.cpp:2830]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\main-builds\ue4\engine\source\runtime\engine\private\worldsettings.cpp:142]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\main-builds\ue4\engine\source\runtime\engine\private\gamemode.cpp:605]
UE4Editor_Engine!AGameMode::SetMatchState() [d:\main-builds\ue4\engine\source\runtime\engine\private\gamemode.cpp:721]
UE4Editor_Engine!AGameMode::StartMatch() [d:\main-builds\ue4\engine\source\runtime\engine\private\gamemode.cpp:582]
UE4Editor_Engine!UWorld::BeginPlay() [d:\main-builds\ue4\engine\source\runtime\engine\private\world.cpp:3155]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\main-builds\ue4\engine\source\runtime\engine\private\gameinstance.cpp:275]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\main-builds\ue4\engine\source\editor\unrealed\private\playlevel.cpp:3141]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\main-builds\ue4\engine\source\editor\unrealed\private\playlevel.cpp:2388]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\main-builds\ue4\engine\source\editor\unrealed\private\playlevel.cpp:1066]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\main-builds\ue4\engine\source\editor\unrealed\private\editorengine.cpp:1240]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\main-builds\ue4\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\main-builds\ue4\engine\source\runtime\launch\private\launchengineloop.cpp:2450]
UE4Editor!GuardedMain() [d:\main-builds\ue4\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\main-builds\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\main-builds\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Status update on UE-21075 and UE-20622?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Editor - UI Systems |
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Affects Versions | 4.8.3, 4.9, 4.10 |
Target Fix | 4.10 |
Created | Sep 8, 2015 |
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Resolved | Oct 8, 2015 |
Updated | Jun 9, 2016 |