Cannot repro in 4.11
I tried to debug. In:
for (int32 StackIndex = Stack.Num() - 1; StackIndex >= FirstStackIndexToRemove; --StackIndex) { Stack[StackIndex]->Dismiss(); // <-- here }
It crashes because Stack is empty but StackIndex is 0. This isn't the first iteration, I managed to breakpoint on the close brace of the loop with StackIndex == 1 and Stack was empty. Looks like the menu stack has two entries but closing entry 1 also removes entry 0 for some reason...
Open 4.11 QAGame
Click "File"
Click "Package Project"
UE4Editor-Slate-Win64-Debug.dll!FMenuStack::DismissInternal(int FirstStackIndexToRemove) Line 579 C++ UE4Editor-Slate-Win64-Debug.dll!FMenuStack::DismissAll() Line 572 C++ UE4Editor-Slate-Win64-Debug.dll!FMenuStack::OnMenuContentLostFocus(const FWidgetPath & InFocussedPath) Line 668 C++ UE4Editor-Slate-Win64-Debug.dll!TBaseRawMethodDelegateInstance<0,FMenuStack,TTypeWrapper<void> __cdecl(FWidgetPath const & __ptr64)>::Execute(const FWidgetPath & <Params_0>) Line 551 C++ UE4Editor-Slate-Win64-Debug.dll!`anonymous namespace'::SMenuContentWrapper::OnFocusChanging(const FWeakWidgetPath & PreviousFocusPath, const FWidgetPath & NewWidgetPath) Line 114 C++ UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::SetUserFocus(const unsigned int InUserIndex, const FWidgetPath & InFocusPath, const EFocusCause InCause) Line 2426 C++ UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::SetAllUserFocus(const FWidgetPath & InFocusPath, const EFocusCause InCause) Line 2520 C++ UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::ClearAllUserFocus(EFocusCause ReasonFocusIsChanging) Line 2312 C++ UE4Editor-SlateCore-Win64-Debug.dll!SWindow::OnIsActiveChanged(const FWindowActivateEvent & ActivateEvent) Line 1347 C++ UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::ProcessWindowActivatedEvent(const FWindowActivateEvent & ActivateEvent) Line 5502 C++ UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::OnWindowActivationChanged(const TSharedRef<FGenericWindow,0> & PlatformWindow, const EWindowActivation::Type ActivationType) Line 5425 C++ UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1499 C++ UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 1712 C++ UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 916 C++ UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 617 C++ user32.dll!UserCallWinProcCheckWow() Unknown user32.dll!DispatchClientMessage() Unknown user32.dll!__fnDWORD() Unknown ntdll.dll!KiUserCallbackDispatcherContinue() Unknown user32.dll!ZwUserPeekMessage() Unknown user32.dll!PeekMessageW() Unknown avcuf64.dll!000000006f46ffe2() Unknown avcuf64.dll!000000006f41bfc4() Unknown 0000000070410be2() Unknown UE4Editor-Core-Win64-Debug.dll!WinPumpMessages() Line 858 C++ UE4Editor-Core-Win64-Debug.dll!FWindowsPlatformMisc::PumpMessages(bool bFromMainLoop) Line 889 C++ UE4Editor-Win64-Debug.exe!FEngineLoop::Tick() Line 2604 C++ UE4Editor-Win64-Debug.exe!EngineTick() Line 52 C++ UE4Editor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 145 C++ UE4Editor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 189 C++ UE4Editor-Win64-Debug.exe!__scrt_common_main_seh() Line 264 C++ kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
An Unreal process has crashed: UE-4-Panzer Corps2
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
What went wrong with the UE4 Custom Node code format?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-25864 in the post.
0 |
Component | UE - Editor - UI Systems - Slate |
---|---|
Affects Versions | 4.11 |
Target Fix | 4.11 |
Created | Jan 22, 2016 |
---|---|
Resolved | Jan 26, 2016 |
Updated | Jun 30, 2016 |