Description

Crash selecting PIE after saving a blueprint exposed and used in sequencer. Found this when looking into https://jira.ol.epicgames.net/browse/UE-31266

Steps to Reproduce
  1. Open attached project
  2. Open CrashTest Level Sequence
  3. Open BP-Seq
  4. Hook the event tick up to the Set Scalar Parameter Value
  5. Compile and Save
  6. PIE

Result: Crash

Callstack

UE4Editor_MovieSceneTracks!FTrackInstancePropertyBindings::SetCurrentValue<float>() moviescenecommonhelpers.h:184
UE4Editor_MovieSceneTracks!FTrackInstancePropertyBindings::CallFunction<float>() moviescenecommonhelpers.h:123
UE4Editor_MovieSceneTracks!FMovieSceneFloatTrackInstance::RestoreState() moviescenefloattrackinstance.cpp:34
UE4Editor_MovieScene!FMovieSceneSequenceInstance::RestoreState() moviescenesequenceinstance.cpp:141
UE4Editor_Sequencer!TBaseSPMethodDelegateInstance<0,FSequencer,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:317
UE4Editor_Sequencer!TBaseSPMethodDelegateInstance<0,FSequencer,0,void __cdecl() delegateinstancesimpl.h:424
UE4Editor_UnrealEd!TBaseMulticastDelegate<void,bool const >::Broadcast() delegatesignatureimpl.inl:921
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() playlevel.cpp:2142
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() playlevel.cpp:1103
UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1245
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:368
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2805
UE4Editor!GuardedMain() launch.cpp:156
UE4Editor!GuardedMainWrapper() launchwindows.cpp:126
UE4Editor!WinMain() launchwindows.cpp:202
UE4Editor!__scrt_common_main_seh() exe_common.inl:264
kernel32!<Unknown>
ntdll!<Unknown>

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Fixed
ComponentSequencer
Affects Versions4.13
Target Fix4.13
CreatedJun 17, 2016
ResolvedAug 2, 2016
UpdatedApr 27, 2018