Description

A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset.

The issue is 100% reproducable in 5.3.2 and 5.4.0 Preview 1. In 5.3.2 it causes an editor hang. On 5.4.0 P1 it triggers a native break via UE_DEBUG_BREAK() in FSlateApplication::EnterDebuggingMode(). In both cases it should enter blueprint debugging mode instead.

The following messages are logged:

[2024.04.17-10.50.01:719][346]LogBlueprintDebug: Warning: Hit breakpoint on node 'CallFunc_SetText', from offset 10[2024.04.17-10.50.01:719][346]LogBlueprintDebug: Script call stack:	Function /Game/WBP_Repro.WBP_Repro_C:PreConstruct	Function /Game/WBP_Repro.WBP_Repro_C:ExecuteUbergraph_WBP_Repro
[2024.04.17-10.50.01:729][346]LogSlate: Warning: Ignoring SetUserFocus because it's not an active modal Window (user 0 not set to SGraphPanel [SGraphEditorImpl.cpp(723)].[2024.04.17-10.50.01:748][346]LogSlate: Warning: Enter Debugging Mode failed.A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe. 
Steps to Reproduce
  • Create a widget blueprint 'WBP_Repro'
  • Add a Text widget to it in the Designer tab
  • In the Event Graph, call SetText on the text widget in PreConstruct
    • Be sure to call the SetText function, not setting the "Text" property
  • Put a breakpoint on the SetText node
  • Press Ctrl + S to save the asset
  • Observe:
    • In UE 5.3: Editor gets stuck at 50% on a progress bar "Saving asset". Can't resume.
    • In UE 5.4: Causes native break via UE_DEBUG_BREAK(); in FSlateApplication::EnterDebuggingMode(). This can be resumed but won't enter blueprint debugging mode.
  • Expected: The editor doesn't hang and enters debugging mode
Callstack

Likely another thread's callstack is also relevant.

UE 5.3.2 GameThread callstack:

     [External Code]    
>    UnrealEditor-Core.dll!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1600    C++
     UnrealEditor-RenderCore.dll!GameThreadWaitForTask(const TRefCountPtr<FGraphEvent> & Task, ENamedThreads::Type TriggerThreadIndex, bool bEmptyGameThreadTasks) Line 1242    C++
     [Inline Frame] UnrealEditor-RenderCore.dll!FRenderCommandFence::Wait(bool) Line 1305    C++
     UnrealEditor-RenderCore.dll!FlushRenderingCommands() Line 1347    C++
     UnrealEditor-Slate.dll!FSlateApplication::EnterDebuggingMode() Line 3692    C++
     UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::AttemptToBreakExecution(UBlueprint * BlueprintObj, const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info, UEdGraphNode * NodeStoppedAt, int DebugOpcodeOffset) Line 809    C++
     UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::OnScriptException(const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 403    C++
     [Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(void[Image Removed](const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 47    C++
     [Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void[Image Removed](const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 311    C++
     UnrealEditor-UnrealEd.dll!TBaseStaticDelegateInstance<void __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe(const UObject * <Params_0>, const FFrame & <Params_1>, const FBlueprintExceptionInfo & <Params_2>) Line 777    C++
     [Inline Frame] UnrealEditor-CoreUObject.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast(const UObject *) Line 254    C++
     [Inline Frame] UnrealEditor-CoreUObject.dll!TMulticastDelegate<void __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &),FDefaultDelegateUserPolicy>::Broadcast(const UObject *) Line 956    C++
     UnrealEditor-CoreUObject.dll!FBlueprintCoreDelegates::ThrowScriptException(const UObject * ActiveObject, FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 232    C++
     UnrealEditor-CoreUObject.dll!UObject::execBreakpoint(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2438    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 1209    C++
     UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void ({}cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param{_}_Result, void[Image Removed](UObject *, FFrame &, void *) ExecFtor) Line 1039    C++
     UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1279    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 1209    C++
     UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1306    C++
     UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6665    C++
     UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2145    C++
     [Inline Frame] UnrealEditor-UMG.dll!UUserWidget::PreConstruct(bool) Line 1735    C++
     UnrealEditor-UMG.dll!UUserWidget::NativePreConstruct() Line 1485    C++
     UnrealEditor-UMG.dll!UUserWidget::OnWidgetRebuilt() Line 894    C++
     UnrealEditor-UMG.dll!UWidget::TakeWidget_Private(TFunctionRef<TSharedPtr<SObjectWidget,1> __cdecl(UUserWidget *,TSharedRef<SWidget,1>)> ConstructMethod) Line 1036    C++
     UnrealEditor-UMG.dll!UWidget::TakeWidget() Line 953    C++
     UnrealEditor-UMGEditor.dll!FWidgetBlueprintEditorUtils::DrawSWidgetInRenderTargetInternal(UUserWidget * WidgetInstance, FRenderTarget * RenderTarget2D, UTextureRenderTarget2D * TextureRenderTarget, UE::Math::TVector2<double> ThumbnailSize, bool bIsForThumbnail, TOptional<UE::Math::TVector2<double>> ThumbnailCustomSize, EThumbnailPreviewSizeMode ThumbnailSizeMode) Line 2618    C++
     [Inline Frame] UnrealEditor-UMGEditor.dll!FWidgetBlueprintEditorUtils::DrawSWidgetInRenderTargetForThumbnail(UUserWidget *) Line 2601    C++
     UnrealEditor-UMGEditor.dll!UWidgetBlueprintThumbnailRenderer::Draw(UObject * Object, int X, int Y, unsigned int Width, unsigned int Height, FRenderTarget * RenderTarget, FCanvas * Canvas, bool bAdditionalViewFamily) Line 203    C++
     UnrealEditor-UnrealEd.dll!ThumbnailTools::RenderThumbnail(UObject * InObject, const unsigned int InImageWidth, const unsigned int InImageHeight, ThumbnailTools::EThumbnailTextureFlushMode::Type InFlushMode, FTextureRenderTargetResource * InTextureRenderTargetResource, FObjectThumbnail * OutThumbnail) Line 5149    C++
     UnrealEditor-UnrealEd.dll!ThumbnailTools::GenerateThumbnailForObjectToSaveToDisk(UObject * InObject) Line 5239    C++
     UnrealEditor-UnrealEd.dll!UUnrealEdEngine::GeneratePackageThumbnailsIfRequired(const wchar_t * Str, FOutputDevice & Ar, TArray<FString,TSizedDefaultAllocator<32>> & GeneratedThumbNamesList) Line 453    C++
     UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 653    C++
     UnrealEditor-UnrealEd.dll!InternalSavePackage(UPackage * PackageToSave, bool bUseDialog, bool & bOutPackageLocallyWritable, FOutputDevice & SaveOutput) Line 3528    C++
     UnrealEditor-UnrealEd.dll!InternalPromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & FinalSaveList, bool bUseDialog, TArray<UPackage *,TSizedDefaultAllocator<32>> & OutFailedPackages) Line 4174    C++
     UnrealEditor-UnrealEd.dll!FEditorFileUtils::PromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & InPackages, FEditorFileUtils::FPromptForCheckoutAndSaveParams & InOutParams) Line 4551    C++
     UnrealEditor-UnrealEd.dll!FEditorFileUtils::PromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & InPackages, bool bCheckDirty, bool bPromptToSave, TArray<UPackage *,TSizedDefaultAllocator<32>> * OutFailedPackages, bool bAlreadyCheckedOut, bool bCanBeDeclined) Line 4630    C++
     UnrealEditor-UnrealEd.dll!FAssetEditorToolkit::SaveAsset_Execute() Line 639    C++
     [Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(void(FAssetEditorToolkit::*)()) Line 66    C++
     [Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FAssetEditorToolkit::*)() &) Line 311    C++
     UnrealEditor-UnrealEd.dll!TBaseSPMethodDelegateInstance<0,FAssetEditorToolkit,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 298    C++
     UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() Line 570    C++
     UnrealEditor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 235    C++
     UnrealEditor-Slate.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 179    C++
     UnrealEditor-UnrealEd.dll!FBaseToolkit::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 68    C++
     UnrealEditor-UnrealEd.dll!SStandaloneAssetEditorToolkitHost::OnKeyDown(const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent) Line 415    C++
     [Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2>::operator()(const FArrangedWidget &) Line 4714    C++
     UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,`FSlateApplication::ProcessKeyDownEvent'::`22'::<lambda_2>>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 447    C++
     [Inline Frame] UnrealEditor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 416    C++
     UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4710    C++
     UnrealEditor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4621    C++
     UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2066    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 2738    C++
     UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1099    C++
     [Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 931    C++
     UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 937    C++
     [External Code]    
     [Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 119    C++
     UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 148    C++
     UnrealEditor.exe!FEngineLoop::Tick() Line 5749    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]    

UE 5.4.0 Preview 1 GameThread callstack:

>    [Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::EnterDebuggingMode::{}l2::<lambda_2>:[Image Removed])::{_}_l19::<lambda_1>::operator()() Line 3668    C++
     UnrealEditor-Slate.dll!??R<lambda_2>@?1??EnterDebuggingMode@FSlateApplication@@QEAAXXZ@QEBA@AEBVFText@@@Z(const FText & SubText) Line 3668    C++
     UnrealEditor-Slate.dll!FSlateApplication::EnterDebuggingMode() Line 3674    C++
     UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::AttemptToBreakExecution(UBlueprint * BlueprintObj, const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info, UEdGraphNode * NodeStoppedAt, int DebugOpcodeOffset) Line 815    C++
     UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::OnScriptException(const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 409    C++
     [Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(void[Image Removed](const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 47    C++
     [Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void[Image Removed](const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 309    C++
     UnrealEditor-UnrealEd.dll!V::TBaseStaticDelegateInstance::ExecuteIfSafe(const UObject * <Params_0>, const FFrame & <Params_1>, const FBlueprintExceptionInfo & <Params_2>) Line 777    C++
     [Inline Frame] UnrealEditor-CoreUObject.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast(const UObject *) Line 254    C++
     [Inline Frame] UnrealEditor-CoreUObject.dll!TMulticastDelegate<void __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &),FDefaultDelegateUserPolicy>::Broadcast(const UObject *) Line 956    C++
     UnrealEditor-CoreUObject.dll!FBlueprintCoreDelegates::ThrowScriptException(const UObject * ActiveObject, FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 233    C++
     UnrealEditor-CoreUObject.dll!UObject::execBreakpoint(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2434    C++
     [Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 478    C++
     UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1206    C++
     UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void ({}cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param{_}_Result, void[Image Removed](UObject *, FFrame &, void *) ExecFtor) Line 1039    C++
     UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1276    C++
     [Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 478    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 6847    C++
     UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2144    C++
     [Inline Frame] UnrealEditor-UMG.dll!UUserWidget::PreConstruct(bool) Line 4130    C++
     UnrealEditor-UMG.dll!UUserWidget::NativePreConstruct() Line 1723    C++
     UnrealEditor-UMG.dll!UUserWidget::OnWidgetRebuilt() Line 1129    C++
     UnrealEditor-UMG.dll!UWidget::TakeWidget_Private(TFunctionRef<TSharedPtr<SObjectWidget,1> __cdecl(UUserWidget *,TSharedRef<SWidget,1>)> ConstructMethod) Line 1043    C++
     UnrealEditor-UMG.dll!UWidget::TakeWidget() Line 956    C++
     UnrealEditor-UMGEditor.dll!FWidgetBlueprintEditorUtils::DrawSWidgetInRenderTargetInternal(UUserWidget * WidgetInstance, FRenderTarget * RenderTarget2D, UTextureRenderTarget2D * TextureRenderTarget, UE::Math::TVector2<double> ThumbnailSize, bool bIsForThumbnail, TOptional<UE::Math::TVector2<double>> ThumbnailCustomSize, EThumbnailPreviewSizeMode ThumbnailSizeMode) Line 2721    C++
     [Inline Frame] UnrealEditor-UMGEditor.dll!FWidgetBlueprintEditorUtils::DrawSWidgetInRenderTargetForThumbnail(UUserWidget *) Line 2704    C++
     UnrealEditor-UMGEditor.dll!UWidgetBlueprintThumbnailRenderer::Draw(UObject * Object, int X, int Y, unsigned int Width, unsigned int Height, FRenderTarget * RenderTarget, FCanvas * Canvas, bool bAdditionalViewFamily) Line 203    C++
     UnrealEditor-UnrealEd.dll!ThumbnailTools::RenderThumbnail(UObject * InObject, const unsigned int InImageWidth, const unsigned int InImageHeight, ThumbnailTools::EThumbnailTextureFlushMode::Type InFlushMode, FTextureRenderTargetResource * InTextureRenderTargetResource, FObjectThumbnail * OutThumbnail) Line 5151    C++
     UnrealEditor-UnrealEd.dll!ThumbnailTools::GenerateThumbnailForObjectToSaveToDisk(UObject * InObject) Line 5242    C++
     UnrealEditor-UnrealEd.dll!UUnrealEdEngine::GeneratePackageThumbnailsIfRequired(const wchar_t * Str, FOutputDevice & Ar, TArray<FString,TSizedDefaultAllocator<32>> & GeneratedThumbNamesList) Line 453    C++
     UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 653    C++
     [Inline Frame] UnrealEditor-UnrealEd.dll!SaveAsset(UPackage *) Line 1050    C++
     UnrealEditor-UnrealEd.dll!InternalSavePackage(UPackage * PackageToSave, bool bUseDialog, bool & bOutPackageLocallyWritable, FOutputDevice & SaveOutput) Line 3552    C++
     UnrealEditor-UnrealEd.dll!InternalPromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & FinalSaveList, bool bUseDialog, TArray<UPackage *,TSizedDefaultAllocator<32>> & OutFailedPackages) Line 4199    C++
     UnrealEditor-UnrealEd.dll!FEditorFileUtils::PromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & InPackages, FEditorFileUtils::FPromptForCheckoutAndSaveParams & InOutParams) Line 4576    C++
     UnrealEditor-UnrealEd.dll!FEditorFileUtils::PromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & InPackages, bool bCheckDirty, bool bPromptToSave, TArray<UPackage *,TSizedDefaultAllocator<32>> * OutFailedPackages, bool bAlreadyCheckedOut, bool bCanBeDeclined) Line 4655    C++
     UnrealEditor-UnrealEd.dll!FAssetEditorToolkit::SaveAsset_Execute() Line 670    C++
     [Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(void(FAssetEditorToolkit::*)()) Line 66    C++
     [Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FAssetEditorToolkit::*)() &) Line 309    C++
     UnrealEditor-UnrealEd.dll!V::TBaseSPMethodDelegateInstance::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::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 235    C++
     UnrealEditor-Slate.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 179    C++
     UnrealEditor-UnrealEd.dll!FBaseToolkit::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 68    C++
     UnrealEditor-UnrealEd.dll!SStandaloneAssetEditorToolkitHost::OnKeyDown(const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent) Line 421    C++
     [Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2>::operator()(const FArrangedWidget &) Line 4789    C++
     UnrealEditor-Slate.dll!??$Route@VFReply@@VFBubblePolicy@FEventRouter@@UFKeyEvent@@V<lambda_2>@?BG@??ProcessKeyDownEvent@FSlateApplication@@QEAA_NAEBU4@@Z@@FEventRouter@@SA?AVFReply@@PEAVFSlateApplication@@VFBubblePolicy@0@UFKeyEvent@@AEBV<lambda_2>@?BG@??ProcessKeyDownEvent@2@QEAA_NAEBU4@@Z@W4ESlateDebuggingInputEvent@@@Z(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 447    C++
     [Inline Frame] UnrealEditor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 416    C++
     UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4785    C++
     UnrealEditor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4696    C++
     UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2078    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++
     [External Code]    
     [Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116    C++
     UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145    C++
     UnrealEditor.exe!FEngineLoop::Tick() Line 5839    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++
     [External Code]    

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By Design
ComponentUE - Gameplay - Blueprint
Affects Versions5.45.3
Target Fix5.5
CreatedApr 17, 2024
ResolvedMay 1, 2024
UpdatedJun 28, 2024
View Jira Issue