Description

If the user creates a shortcut for creating a local variable within the editor preferences and then uses that short cut in the level blueprint this will cause a crash.

Steps to Reproduce
  1. Open the editor
  2. Open the editor preferences
  3. Set up a shortcut for creating a local variable
  4. Open the level blueprint
  5. Using the shortcut in the event graph
  6. Notice the editor crashes

Expected: A warning would be given when trying to create a local variable in a graph that does not support them

Result: The editor crashes

Callstack
MachineId:E74C21034048BDD873CC6C9A3913CF6C
EpicAccountId:ccbf39de6f9245c0aa23f8e57cc8a566

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

"Assertion failed: TargetGraph->GetSchema()->GetGraphType(TargetGraph) == GT_Function [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Editor\Kismet\Private\BlueprintEditor

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_Kismet!FBlueprintEditor::OnAddNewLocalVariable() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditor.cpp:6479]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:194]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:138]
UE4Editor_UnrealEd!FBaseToolkit::ProcessCommandBindings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\toolkits\basetoolkit.cpp:77]
UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\toolkits\sstandaloneasseteditortoolkithost.cpp:337]
UE4Editor_Slate!<lambda_4f604f87f3ce3f5c3b6a1447676ad634>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3750]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_4f604f87f3ce3f5c3b6a1447676ad634> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:212]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_4f604f87f3ce3f5c3b6a1447676ad634>,FKeyEvent>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:194]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3751]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3675]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1259]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1708]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2323]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\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 - Gameplay - Blueprint
Affects Versions4.9.2
Target Fix4.10
Fix Commit2728680
Main Commit2728686
Release Commit2748799
CreatedOct 12, 2015
ResolvedOct 14, 2015
UpdatedApr 27, 2018
View Jira Issue