The user's project is crashing during compilation of one of their character blueprints.
We have not been able to reproduce this issue in a clean project, as the repro steps are unknown outside of this particular project.
Deleting a variable and then recreating it allows you to compile the blueprint successfully one time, but then crashes on the second compile.
Found in 4.11 Preview 3.
1. Download the project located here: [Link Removed]
2. Open the I_MaleCharacter blueprint (Content->Characters->Male)
3. Compile the blueprint
Result: Editor Crashes
Expected: Blueprint would compile successfully
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1062] UE4Editor_Engine!FExposedValueHandler::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animnodebase.cpp:406] UE4Editor_Engine!FAnimNode_StateMachine::FindValidTransition() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animnode_statemachine.cpp:594] UE4Editor_Engine!FAnimNode_StateMachine::Update() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animnode_statemachine.cpp:385] UE4Editor_Engine!FPoseLinkBase::Update() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animnodebase.cpp:186] UE4Editor_Engine!FPoseLinkBase::Update() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animnodebase.cpp:186] UE4Editor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::Update() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\animgraphruntime\private\bonecontrollers\animnode_skeletalcontrolbase.cpp:33] UE4Editor_Engine!FPoseLinkBase::Update() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animnodebase.cpp:186] UE4Editor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::Update() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\animgraphruntime\private\bonecontrollers\animnode_skeletalcontrolbase.cpp:33] UE4Editor_Engine!FPoseLinkBase::Update() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animnodebase.cpp:186] UE4Editor_Engine!FPoseLinkBase::Update() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animnodebase.cpp:186] UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimationNode() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:35] UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimation() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:621] UE4Editor_Engine!UAnimInstance::UpdateAnimation() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animinstance.cpp:389] UE4Editor_Engine!USkeletalMeshComponent::TickAnimation() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:561] UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:361] UE4Editor_Engine!USkeletalMeshComponent::OnRegister() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:305] UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\actorcomponent.cpp:1094] UE4Editor_Engine!UActorComponent::RegisterComponentWithWorld() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\actorcomponent.cpp:871] UE4Editor_Engine!AActor::IncrementalRegisterComponents() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\actor.cpp:3859] UE4Editor_Engine!AActor::RegisterAllComponents() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\actor.cpp:3761] UE4Editor_Engine!AActor::PostEditChangeProperty() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\actoreditor.cpp:113] UE4Editor_CoreUObject!UObject::PostEditChange() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\obj.cpp:285] UE4Editor_UnrealEd!FBlueprintEditorUtils::PostEditChangeBlueprintActors() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:7279] UE4Editor_Kismet!FBlueprintEditor::OnBlueprintChangedImpl() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismet\private\blueprinteditor.cpp:3080] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(UBlueprint * __ptr64)>::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(UBlueprint * __ptr64)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:428] UE4Editor_Engine!TBaseMulticastDelegate<void,UBlueprint * __ptr64>::Broadcast() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921] UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:819] UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismet\private\blueprinteditor.cpp:3147] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:427] UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87] UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300] UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161] UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\tuple.h:128] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321] UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521] UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:273] UE4Editor_Slate!<lambda_9ed539f2a96fd1ccd6d2214174cc7705>::operator()() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4508] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_9ed539f2a96fd1ccd6d2214174cc7705> >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4498] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4915] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4891] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:1407] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:1712] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:696] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:618] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2604] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What method is used to fill polygonal regions when drawing spline mesh at run time?
How can i modify the param name in EQS node
An error occurred while trying to generate project files !?
How does UMG set overlapping layouts?
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | OLD - Anim |
---|---|
Affects Versions | 4.11 |
Target Fix | 4.11 |
Created | Feb 10, 2016 |
---|---|
Resolved | Feb 17, 2016 |
Updated | May 18, 2020 |