Description

When you attempt to open a widget blueprint when you have hidden the animation and timeline panels, the editor will crash.

There is a workaround: Window->Reset Layout will allow you to open the blueprint again, but hiding the panels a second time still causes the crash.

Found in 4.10 Preview 4. Reproduced in 4.10 release binary, and Main CL 2758903.

This issue does not occur in 4.9.2 binary. This is a regression.

Crashreporter bugg related to this issue: [Link Removed]

Source Context:

 665       		
  666       		// Configure all the widgets to be set to design time.
  667       		PreviewActor->SetDesignerFlags(GetCurrentDesignerFlags());
  668       
  669       		// Store a reference to the preview actor.
  670       		PreviewWidgetPtr = PreviewActor;
  671       	}
  672       
  673       	if (CurrentAnimation.IsValid())
  674       	{
  675       		CurrentAnimation->Initialize(PreviewActor);
  676       	}
  677       
  678       	OnWidgetPreviewUpdated.Broadcast();
  679 ***** 	Sequencer->UpdateRuntimeInstances();
  680       }
  681       
  682       FGraphAppearanceInfo FWidgetBlueprintEditor::GetGraphAppearance(UEdGraph* InGraph) const
  683       {
  684       	FGraphAppearanceInfo AppearanceInfo = FBlueprintEditor::GetGraphAppearance(InGraph);
  685       
  686       	if ( GetBlueprintObj()->IsA(UWidgetBlueprint::StaticClass()) )
  687       	{
  688       		AppearanceInfo.CornerText = LOCTEXT("AppearanceCornerText", "WIDGET BLUEPRINT");
  689       	}
  690       
  691       	return AppearanceInfo;
  692       }
  693       
  694       void FWidgetBlueprintEditor::ClearHoveredWidget()
Steps to Reproduce

1. Open the editor
2. Create a new widget blueprint
3. Open the widget blueprint
4. Hide the Animations and Timeline panels
5. Save the blueprint
6. Close and Re-open the Widget Blueprint

Result: Editor crashes.

Expected: Blueprint would open without issue.

Callstack

Assertion failed: IsValid() [Link Removed] [Line: 739]

UE4Editor_UMGEditor!FWidgetBlueprintEditor::UpdatePreview() widgetblueprinteditor.cpp:680 
UE4Editor_UMGEditor!FWidgetBlueprintEditor::InitWidgetBlueprintEditor() widgetblueprinteditor.cpp:86 
UE4Editor_UMGEditor!FAssetTypeActions_WidgetBlueprint::OpenAssetEditor() assettypeactions_widgetblueprint.cpp:32 
UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() asseteditormanager.cpp:311 
UE4Editor_UMGEditor!FAssetTypeActions_Base::AssetsActivated() assettypeactions_base.h:41 
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() scontentbrowser.cpp:1757 
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl_variadics.inl:282 
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl() delegateinstancesimpl_variadics.inl:388 
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() sassetview.cpp:3292 
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl_variadics.inl:282 
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl() delegateinstancesimpl_variadics.inl:388 
UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() delegatesignatureimpl_variadics.inl:482 
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() slistview.h:689 
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() stablerow.h:261 
UE4Editor_Slate!<lambda_ab05c44bd3b63117ffdb05809cd69ce7>::operator() slateapplication.cpp:4609 
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_ab05c44bd3b63117ffdb05809cd69ce7> >() slateapplication.cpp:214 
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() slateapplication.cpp:4607 
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() slateapplication.cpp:4590 
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1346 
UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:1709 
UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:707 
UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:629 
user32!<Unknown> 
user32!<Unknown> 
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:884 
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2391 
UE4Editor!GuardedMain() launch.cpp:142 
UE4Editor!GuardedMainWrapper() launchwindows.cpp:126 
UE4Editor!WinMain() launchwindows.cpp:200 
UE4Editor!__scrt_common_main_seh() exe_common.inl:264 
kernel32!<Unknown> 
ntdll!<Unknown> 

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 - Editor - UI Systems
Affects Versions4.104.11
Target Fix4.11
Fix Commit2771346
Main Commit2800829
CreatedNov 11, 2015
ResolvedNov 18, 2015
UpdatedJun 8, 2016