Note: I was able to reproduce this without restarting the editor in step 6. As long as you close Sequencer and then reopen the sequence again, it should crash.
> UnrealEditor-GeometryMode.dll!FGeomObject::GetFromSource() Line 361 C++ UnrealEditor-GeometryMode.dll!FEdModeGeometry::GetFromSource() Line 943 C++ UnrealEditor-UnrealEd.dll!ULegacyEdModeWrapper::Enter() Line 296 C++ UnrealEditor-UnrealEd.dll!FEditorModeTools::ActivateMode(FName InID, bool bToggle) Line 945 C++ UnrealEditor-LevelEditor.dll!SLevelEditor::ToggleEditorMode(FName ModeID) Line 1745 C++ [Inline Frame] UnrealEditor-LevelEditor.dll!Invoke(void(SLevelEditor::*)(FName)) Line 66 C++ [Inline Frame] UnrealEditor-LevelEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int,0>,FName>::ApplyAfter(void(SLevelEditor::*)(FName) &) Line 309 C++ UnrealEditor-LevelEditor.dll!TBaseSPMethodDelegateInstance<0,SLevelEditor,1,void __cdecl(void),FDefaultDelegateUserPolicy,FName>::ExecuteIfSafe() Line 298 C++ [Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 570 C++ UnrealEditor-Slate.dll!FUIAction::Execute() Line 139 C++ UnrealEditor-Slate.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,1> InUICommandInfo) Line 117 C++ UnrealEditor-Slate.dll!SMenuEntryBlock::OnClicked(bool bCheckBoxClicked) Line 1158 C++ UnrealEditor-Slate.dll!SMenuEntryBlock::OnMenuItemButtonClicked() Line 1118 C++ [Inline Frame] UnrealEditor-Slate.dll!Invoke(FReply(SMenuEntryBlock::*)()) Line 66 C++ [Inline Frame] UnrealEditor-Slate.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SMenuEntryBlock::*)() &) Line 309 C++ UnrealEditor-Slate.dll!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 281 C++ [Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 549 C++ UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 465 C++ UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 390 C++ UnrealEditor-Slate.dll!SMenuEntryButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 434 C++ [Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2>::operator()(const FArrangedWidget &) Line 5295 C++ UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,`FSlateApplication::RoutePointerUpEvent'::`8'::<lambda_2>>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 442 C++ UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5281 C++ UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5859 C++ UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5815 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2243 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 2750 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1919 C++ [Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 923 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 929 C++ user32.dll!UserCallWinProcCheckWow(struct _ACTIVATION_CONTEXT *,__int64 ,struct HWND__ *,enum _WM_VALUE,unsigned __int64,__int64,void *,int) Unknown user32.dll!DispatchMessageWorker() Unknown [Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116 C++ UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145 C++ UnrealEditor.exe!FEngineLoop::Tick() Line 5719 C++ [Inline Frame] UnrealEditor.exe!EngineTick() Line 61 C++ UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 180 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++ kernel32.dll!BaseThreadInitThunk() Unknown
Status update on UE-21075 and UE-20622?
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Delay nodes occasionally don't fire the "Completed" output in a nativized build
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-210081 in the post.
2 |
Component | UE - LD & Modeling - Modeling Tools - BSP |
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Affects Versions | 5.4 |
Target Fix | 5.6 |
Created | Mar 18, 2024 |
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Updated | Oct 15, 2024 |