When both LightMixer and ViewChanges windows are open, pasting a folder into the Outliner crashes the editor.
For more detailed steps, refer to the Steps To Reproduce section.
This happens whenever those two windows are open, even if they are hidden behind other windows, and upon pasting a Folder to the Outliner.
The crash did not reproduce if I did the pasting on a level that was opened by default, but it did reproduce even if I saved the newly-created level.
After re-opening the newly-created level, the crash still reproduces.
I've tested it on UE5.6 and UE5.7 (CL42864112).
Open a new blank project
Go to Window>LightMixer - this will open the LightMixer window
Dock it to the Main editor window
Go to Tools>ViewChanges - this will open the ViewChanges window
Dock it to the Main editor window
Now go to File>NewLevel...>Basic - this creates a new level
Go to the Outliner, Right-Click, Create Folder, leave the Default name (NewFolder1)
With NewFolder1 selected, press CTRL+C to copy and CTRL+V to past
Observe the crash
> UnrealEditor-UnrealEd.dll!TDelegateAccessHandlerBase<FNotThreadSafeDelegateMode>::FWriteAccessScope::FWriteAccessScope(FMRSWRecursiveAccessDetector & InAccessDetector) Line 149 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!TDelegateAccessHandlerBase<FNotThreadSafeDelegateMode>::GetWriteAccessScope() Line 168 C++
UnrealEditor-UnrealEd.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::AddDelegateInstance<TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>>(TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy> && NewDelegateBaseRef) Line 280 C++
UnrealEditor-UnrealEd.dll!TMulticastDelegateRegistration<void __cdecl(void),FDefaultDelegateUserPolicy>::V::AddRaw(FActorFolders * InUserObject, void(FActorFolders::*)() InFunc) Line 851 C++
UnrealEditor-UnrealEd.dll!FActorFolders::CreateWorldFolders(UWorld & InWorld) Line 245 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!FActorFolders::GetOrCreateWorldFolders(UWorld &) Line 198 C++
UnrealEditor-UnrealEd.dll!FActorFolders::GetFolderName(UWorld & InWorld, const FFolder & InParentFolder, const FName & InLeafName) Line 320 C++
UnrealEditor-ObjectMixerEditor.dll!FObjectMixerOutlinerMode::GetFolder(const FFolder & ParentPath, const FName & LeafName) Line 3121 C++
UnrealEditor-SceneOutliner.dll!SSceneOutliner::PasteFoldersBegin(TArray<FName,TSizedDefaultAllocator<32>> InFolders) Line 1691 C++
UnrealEditor-ObjectMixerEditor.dll!FObjectMixerOutlinerMode::OnEditPasteActorsBegin() Line 3492 C++
[Inline Frame] UnrealEditor-ObjectMixerEditor.dll!Invoke(void(FObjectMixerOutlinerMode::*)()) Line 66 C++
[Inline Frame] UnrealEditor-ObjectMixerEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FObjectMixerOutlinerMode::*)() &) Line 320 C++
UnrealEditor-ObjectMixerEditor.dll!V::TBaseRawMethodDelegateInstance::ExecuteIfSafe() Line 547 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast() Line 258 C++
UnrealEditor-UnrealEd.dll!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() Line 1080 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec_Edit(UWorld * InWorld, const wchar_t * Str, FOutputDevice & Ar) Line 1693 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 718 C++
UnrealEditor-LevelEditor.dll!FLevelEditorActionCallbacks::ExecuteExecCommand(FString Command) Line 2176 C++
[Inline Frame] UnrealEditor-LevelEditor.dll!Invoke(void[Image Removed](FString) &) Line 47 C++
[Inline Frame] UnrealEditor-LevelEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int,0>,FString>::ApplyAfter(void[Image Removed](FString) &) Line 320 C++
UnrealEditor-LevelEditor.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,FString>::ExecuteIfSafe() Line 801 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 635 C++
UnrealEditor-Slate.dll!FUIAction::Execute() Line 139 C++
UnrealEditor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 235 C++
UnrealEditor-Slate.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 179 C++
UnrealEditor-LevelEditor.dll!SLevelEditor::OnKeyDown(const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent) Line 1841 C++
[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2>::operator()(const FArrangedWidget &) Line 4849 C++
UnrealEditor-Slate.dll!??$Route@VFReply@@VFBubblePolicy@FEventRouter@@UFKeyEvent@@V<lambda_2>@?BG@??ProcessKeyDownEvent@FSlateApplication@@QEAA_NAEBU4@@Z@@FEventRouter@@SA?AVFReply@@PEAVFSlateApplication@@VFBubblePolicy@0@UFKeyEvent@@AEBV<lambda_2>@?BG@??ProcessKeyDownEvent@2@QEAA_NAEBU4@@Z@W4ESlateDebuggingInputEvent@@@Z(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 461 C++
[Inline Frame] UnrealEditor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 430 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4845 C++
UnrealEditor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4756 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2886 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 3570 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2725 C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 1716 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1722 C++
[External Code]
[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116 C++
UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5554 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 60 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 187 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 271 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 339 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-296010 in the post.
0 |
Component | UE - Virtual Production |
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Affects Versions | 5.6, 5.7 |
Created | Jun 12, 2025 |
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Updated | Jun 23, 2025 |