Description

If an AIPerception component is added to an actor and given one element set to either AI Hearing / AI Sight / AI Touch config then the game will crash once Request Stimuli Listener Update is called

Crash Reporter
[Link Removed]

Steps to Reproduce

1. Open UE4 Editor (any project)
2. Create blueprint based on actor (MyActorBP)
3. Add AIPerception component
4. Add element to Senses Config and set it to AI Hearing config
5. In Event graph add Request Stimuli Listener Update node and wire into Begin Play
6. Compile the BP and add an instance to the level
7. PIE

Result:
Editor crashes on play when Request Stimuli Listener Update is called

Callstack
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0
EpicAccountId:c807849e05a0413d99e379f2802cae9c

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: PairId.IsValidId() [File:D:\Builds\InHouse\Release4.9Releasebranch\UE4-Releases\4.9\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 915] 
"

UE4Editor_Core!FDebug::AssertFailed() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_AIModule!UAISense_Sight::OnListenerUpdateImpl() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\aimodule\private\perception\aisense_sight.cpp:469]
UE4Editor_AIModule!TBaseUObjectMethodDelegateInstance<0,UAISense_Sight,void __cdecl(FPerceptionListener const & __ptr64)>::ExecuteIfSafe() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:772]
UE4Editor_AIModule!UAIPerceptionSystem::OnListenerUpdate() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\aimodule\private\perception\aiperceptionsystem.cpp:156]
UE4Editor_AIModule!UAIPerceptionSystem::UpdateListener() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\aimodule\private\perception\aiperceptionsystem.cpp:326]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:484]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1755]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:608]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1842]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1050]
UE4Editor_Engine!AActor::ProcessEvent() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\actor.cpp:580]
UE4Editor_Engine!FInputActionHandlerDynamicSignature::Execute() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\classes\components\inputcomponent.h:93]
UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\classes\components\inputcomponent.h:189]
UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1113]
UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\playercontroller.cpp:2276]
UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\playercontroller.cpp:3713]
UE4Editor_Engine!APlayerController::PlayerTick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\playercontroller.cpp:1945]
UE4Editor_Engine!APlayerController::TickActor() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\playercontroller.cpp:3789]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\actor.cpp:107]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:141]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:292]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\leveltick.cpp:1150]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
UE4Editor!GuardedMain() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

0
Login to Vote

Fixed
ComponentUE - AI
Affects Versions4.9.1
Target Fix4.9.24.10
Fix Commit2702884
Release Commit2702840
CreatedSep 18, 2015
ResolvedSep 23, 2015
UpdatedApr 27, 2018