If the user uses "Get child at" with an invalid index and then hooks up the return value to a "Scroll Widget into View" node's "Widget to Find" pin it will cause a crash
MachineId:E74C21034048BDD873CC6C9A3913CF6C EpicAccountId:ccbf39de6f9245c0aa23f8e57cc8a566 Access violation - code c0000005 (first/second chance not available) "" UE4Editor_UMG!UWidget::GetCachedWidget() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\umg\private\components\widget.cpp:555] UE4Editor_UMG!UScrollBox::ScrollWidgetIntoView() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\umg\private\components\scrollbox.cpp:133] UE4Editor_UMG!UScrollBox::execScrollWidgetIntoView() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\umg\public\components\scrollbox.h:13] UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195] UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:484] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1755] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698] UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1050] UE4Editor_UMG!UUserWidget::OnWidgetRebuilt() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\umg\private\userwidget.cpp:330] UE4Editor_UMG!UWidget::TakeWidget() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\umg\private\components\widget.cpp:522] UE4Editor_UMG!UUserWidget::MakeViewportWidget() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\umg\private\userwidget.cpp:423] UE4Editor_UMG!UUserWidget::AddToScreen() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\umg\private\userwidget.cpp:468] UE4Editor_UMG!UUserWidget::execAddToViewport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\umg\public\blueprint\userwidget.h:143] UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195] UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:484] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1755] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698] UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1050] UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:580] UE4Editor_Engine!AActor::BeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2780] UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\worldsettings.cpp:132] UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:605] UE4Editor_Engine!AGameMode::SetMatchState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:721] UE4Editor_Engine!AGameMode::StartMatch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:582] UE4Editor_Engine!UWorld::BeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\world.cpp:3050] UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gameinstance.cpp:273] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\playlevel.cpp:3137] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\playlevel.cpp:2385] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\playlevel.cpp:1066] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1244] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
I am not able to find world outliner how to enable it?
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
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
An error occurred while trying to generate project files !?
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 |
---|---|
Affects Versions | 4.9.1 |
Target Fix | 4.10 |
Created | Sep 25, 2015 |
---|---|
Resolved | Sep 28, 2015 |
Updated | Jun 23, 2016 |