Description

Attempting to pass a struct containing a variable of a type that is not compatible with blueprints into a blueprint function causes the editor to crash upon PIE.

Found in 4.10.2 binary. Reproduced in 4.11 Preview 5 binary and Main CL 2870013

Steps to Reproduce

1. Open the editor
2. Create a new C++ Class based on Actor
3. Add this code at the top of the .h file:

USTRUCT(BlueprintType)
struct FMyStruct
{
	GENERATED_BODY()

		UPROPERTY()
		int64 MyProperty;
};

4. Compile
5. In the editor, create a blueprint based on your C++ class
6. Create a new function
7. In the function, add a new input of type MyStruct
8. Compile
9. Drag an instance of your bp into the level
10. PIE

Result: Editor Crashes

Expected: No crash would occur

See Attached Test Project for Quick Repro
1. Open the test project
2. PIE

Callstack

Fatal error: [Link Removed] [Line: 326] Unknown code token 30 MyMyActor_C /Temp/UEDPIE_0_Untitled_1.Untitled_1:PersistentLevel.MyMyActor_10 Function /Game/MyMyActor.MyMyActor_C:ExecuteUbergraph_MyMyActor:0028 Script call stack: Function /Game/MyMyActor.MyMyActor_C:ExecuteUbergraph_MyMyActor

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_CoreUObject!FFrame::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:242]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:138]
UE4Editor_CoreUObject!UObject::execStructConst() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2119]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:579]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1842]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\class.cpp:4198]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1053]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:580]
UE4Editor_Engine!AActor::BeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:2805]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\worldsettings.cpp:137]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gamemode.cpp:614]
UE4Editor_Engine!AGameMode::SetMatchState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gamemode.cpp:730]
UE4Editor_Engine!AGameMode::StartMatch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gamemode.cpp:591]
UE4Editor_Engine!UWorld::BeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\world.cpp:3082]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gameinstance.cpp:274]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:3012]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:2259]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:1048]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1244]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\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

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Fixed
ComponentGameplay - Blueprint
Affects Versions4.10.24.114.12
Target Fix4.11
Fix Commit2880051
Main Commit2905127
Release Commit2880051
CreatedFeb 17, 2016
ResolvedFeb 24, 2016
UpdatedApr 27, 2018