Description

This JIRA is being entered as a result of being one of the top crashes in 4.12 Preview 5

In the 4.12.0 release, we currently have a user on the Answerhub who experiences this crash: https://answers.unrealengine.com/questions/429411/ue-4120-crashes-add-a-formattext-node-to-arg-pin-b.html
We are investigating repro steps

Error message:

Assertion failed: SharedThis.Get() == this [Link Removed] [Line: 1093]

Source Context:

 1027       GObjCurrentPurgeObjectIndexNeedsReset = false;
 1028       }
 1029       while( GObjCurrentPurgeObjectIndex )
 1030       {
 1031       //@todo UE4 - A prefetch was removed here. Re-add it. It wasn't right anyway, since it was ten items ahead and the consoles on have 8 prefetch slots
 1032       
 1033       FUObjectItem* ObjectItem = *GObjCurrentPurgeObjectIndex;
 1034       checkSlow(ObjectItem);
 1035       if (ObjectItem->IsUnreachable())
 1036       {
 1037       UObject* Object = (UObject*)ObjectItem->Object;
 1038       check(Object->HasAllFlags(RF_FinishDestroyed|RF_BeginDestroyed));
 1039       GIsPurgingObject= true; 
 1040       Object->~UObject();
 1041 ***** GUObjectAllocator.FreeUObject(Object);
 1042       GIsPurgingObject= false;
 1043       // Keep track of purged stats.
 1044       GPurgedObjectCountSinceLastMarkPhase++;
 1045       }
 1046       
 1047       // Advance to the next object.
 1048       ++GObjCurrentPurgeObjectIndex;
 1049       
 1050       ProcessCount++;
 1051       
 1052       // Only check time limit every so often to avoid calling FPlatformTime::Seconds too often.
 1053       if( bUseTimeLimit && (ProcessCount == TimeLimitEnforcementGranularityForDeletion))
 1054       {
 1055       if ((FPlatformTime::Seconds() - StartTime) > TimeLimit)
 1056       {

Most recent user affected CL: 2986880

Logs:
[Link Removed]
[Link Removed]
[Link Removed]

Steps to Reproduce
  1. Setup Microsoft Japanese IME input on Windows 10
  2. Add Format Text node to a blueprint
  3. Put your cursor focus in the Format Text node's Format input filed
  4. Enable Microsoft Japanese IME as the active input method
  5. Enter "{}" into the Format Text node's format option, and hit the enter key until the node updates (don't change focus with the mouse first)
  6. Press the compile button for the blueprint
  7. Should observe crash
Callstack
UE4Editor_CoreUObject!IncrementalPurgeGarbage() [garbagecollection.cpp:1042]
UE4Editor_CoreUObject!CollectGarbageInternal() [garbagecollection.cpp:1321]
UE4Editor_CoreUObject!CollectGarbage() [garbagecollection.cpp:1341]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [kismet2.cpp:807]
UE4Editor_Kismet!FBlueprintEditor::Compile() [blueprinteditor.cpp:3184]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl_variadics.inl:321]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl_variadics.inl:427]
UE4Editor_Slate!FUICommandList::ExecuteAction() [uicommandlist.cpp:87]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply() [delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SToolBarButtonBlock,FReply() [tuple.h:128]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl() [delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:275]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() [slateapplication.cpp:4598]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:4587]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5041]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5021]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1507]
UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:1847]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:664]
user32!<Unknown>
user32!<Unknown>
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:903]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2728]
UE4Editor!GuardedMain() [launch.cpp:148]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126]
UE4Editor!WinMain() [launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:264]
kernel32!<Unknown>
ntdll!<Unknown>

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Fixed
ComponentUE - Editor - UI Systems - Localization
Affects Versions4.12
Target Fix4.13
CreatedMay 31, 2016
ResolvedJul 5, 2016
UpdatedSep 23, 2019