Description

The underlying cause is some edge case involving a math expression node, which does some perhaps naive things with a contained graph.

Steps to Reproduce
  1. Open the attached project
  2. Open the BP_Referencer2.uasset
  3. Back in the level editor, change EditorBillboardScale on BP_Referencer1
  4. Hit Ctrl+Z
  5. Note ensure
Callstack
>	UnrealEditor-Engine-Win64-Debug.dll!UEdGraphPin::SanitizePinsPostUndoRedo() Line 2430	C++
 	UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::BroadcastPostUndoRedo(const FTransactionContext & UndoContext, bool bWasUndo) Line 5335	C++
 	UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::HandleTransactorRedoUndo(const FTransactionContext & TransactionContext, bool Succeeded, bool WasUndo) Line 1181	C++
 	UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::HandleTransactorUndo(const FTransactionContext & TransactionContext, bool Succeeded) Line 1209	C++
 	UnrealEditor-UnrealEd-Win64-Debug.dll!TBaseUObjectMethodDelegateInstance<0,UEditorEngine,void __cdecl(FTransactionContext const & __ptr64,bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe(const FTransactionContext & <Params_0>, bool <Params_1>) Line 690	C++
 	UnrealEditor-UnrealEd-Win64-Debug.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast<IBaseDelegateInstance<void __cdecl(FTransactionContext const & __ptr64,bool),FDefaultDelegateUserPolicy>,FTransactionContext const & __ptr64,bool>(const FTransactionContext & <Params_0>, bool <Params_1>) Line 258	C++
 	UnrealEditor-UnrealEd-Win64-Debug.dll!UTransBuffer::Undo(bool bCanRedo) Line 1643	C++
 	UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::UndoTransaction(bool bCanRedo) Line 1303	C++
 	UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::Exec_Transaction(const wchar_t * Str, FOutputDevice & Ar) Line 5326	C++
 	UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::Exec_Editor(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 5727	C++
 	UnrealEditor-Core-Win64-Debug.dll!FExec::Exec(UWorld * InWorld, const wchar_t * Cmd, FOutputDevice & Ar) Line 18	C++
 	UnrealEditor-Engine-Win64-Debug.dll!UEngine::Exec(UWorld * InWorld, const wchar_t * Cmd, FOutputDevice & Ar) Line 5183	C++
 	UnrealEditor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 662	C++
 	UnrealEditor-MainFrame-Win64-Debug.dll!FMainFrameActionCallbacks::ExecuteExecCommand(FString Command) Line 654	C++
 	UnrealEditor-MainFrame-Win64-Debug.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,FString>::ExecuteIfSafe() Line 800	C++
 	UnrealEditor-Slate-Win64-Debug.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 629	C++
 	UnrealEditor-Slate-Win64-Debug.dll!FUICommandList::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 236	C++
 	UnrealEditor-Slate-Win64-Debug.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 179	C++
 	UnrealEditor-MainFrame-Win64-Debug.dll!FMainFrameActionCallbacks::OnUnhandledKeyDownEvent(const FKeyEvent & InKeyEvent) Line 275	C++
 	UnrealEditor-MainFrame-Win64-Debug.dll!TBaseStaticDelegateInstance<FReply __cdecl(FKeyEvent const & __ptr64),FDefaultDelegateUserPolicy>::Execute(const FKeyEvent & <Params_0>) Line 790	C++
 	UnrealEditor-Slate-Win64-Debug.dll!TDelegate<FReply __cdecl(FKeyEvent const & __ptr64),FDefaultDelegateUserPolicy>::Execute(const FKeyEvent & <Params_0>) Line 613	C++
 	UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4971	C++
 	UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4858	C++
 	UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 3203	C++
 	UnrealEditor-ApplicationCore-Win64-Debug.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 3890	C++
 	UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2311	C++
 	UnrealEditor-ApplicationCore-Win64-Debug.dll!WindowsApplication_WndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2126	C++
 	UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2132	C++
 	user32.dll!00007ff9c803ef5c()	Unknown
 	user32.dll!00007ff9c803e684()	Unknown
 	UnrealEditor-ApplicationCore-Win64-Debug.dll!WinPumpMessages() Line 118	C++
 	UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 147	C++
 	UnrealEditor-Win64-Debug.exe!FEngineLoop::Tick() Line 5686	C++
 	UnrealEditor-Win64-Debug.exe!EngineTick() Line 61	C++
 	UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 190	C++
 	UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 266	C++
 	UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 334	C++
 	[Inline Frame] UnrealEditor-Win64-Debug.exe!invoke_main() Line 102	C++
 	UnrealEditor-Win64-Debug.exe!__scrt_common_main_seh() Line 288	C++
 	kernel32.dll!00007ff9c8557374()	Unknown
 	ntdll.dll!00007ff9c8e9cc91()	Unknown

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Unresolved
ComponentUE - Framework - Blueprint Editor
Affects Versions5.6
CreatedSep 6, 2025
UpdatedSep 10, 2025
View Jira Issue