Description

Setting a UMG widget to be added to viewport when a volume is overlapped though code and creating a blueprint of this class causes the editor to crash when the blueprint is opened if the BP has a static mesh set inside the volume.

Steps to Reproduce
  1. Download attached header/source file
  2. Create a new project named TestUserWidget
  3. Move files into TestUserWidget's Source folder and Generate Project Files
  4. Open project and create a blueprint based on UWActor
  5. Set the Static Mesh Component to any Mesh
  6. Save and close the blueprint
  7. Double click on the blueprint to reopen

Result:
The editor crashes when attempting to re-open the blueprint

Callstack
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0
EpicAccountId:c807849e05a0413d99e379f2802cae9c

Access violation - code c0000005 (first/second chance not available)

""

UE4Editor_UMG!UUserWidget::AddToScreen() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\umg\private\userwidget.cpp:465]
UE4Editor_TestUserWidget!AUWActor::execOnOverlapBegin() [d:\projects\userprojects\uistuff\testuserwidget\source\testuserwidget\uwactor.h:11]
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:1046]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:580]
UE4Editor_Engine!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\uobject\scriptdelegates.h:459]
UE4Editor_Engine!FComponentBeginOverlapSignature_DelegateWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\classes\components\primitivecomponent.h:96]
UE4Editor_Engine!UPrimitiveComponent::BeginComponentOverlap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2011]
UE4Editor_Engine!UPrimitiveComponent::UpdateOverlaps() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2457]
UE4Editor_Engine!UPrimitiveComponent::UpdateOverlaps() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2481]
UE4Editor_Engine!AActor::PostActorConstruction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2679]
UE4Editor_Engine!AActor::FinishSpawning() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2578]
UE4Editor_Engine!AActor::PostSpawnInitialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2534]
UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\levelactor.cpp:430]
UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\levelactor.cpp:267]
UE4Editor_Kismet!FBlueprintEditor::UpdatePreviewActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismet\private\blueprinteditor.cpp:7437]
UE4Editor_Kismet!FBlueprintEditor::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismet\private\blueprinteditor.cpp:6416]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1116]
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]

Have Comments or More Details?

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

0
Login to Vote

Cannot Reproduce
ComponentUE - Editor - UI Systems
Affects Versions4.9.24.10
Target Fix4.13
CreatedOct 30, 2015
ResolvedJul 11, 2016
UpdatedApr 11, 2019
View Jira Issue