Description

Ensure occurs when the user breaks a link in the animation blueprint's Event Graph and then undo's the action.

I wasn't able to reproduce it in a class blueprint.

Steps to Reproduce
  1. Launch QAGame in editor.
  2. Open the animation blueprint QAPawn_AnimBP.
  3. Focus the Event Graph.
  4. Break the link between Event Blueprint Update Animation and Sequence.
  5. Press Ctrl+Z.

RESULT:

Ensure occurs.

Callstack
UE4Editor_Engine!UEdGraphPin::DestroyImpl() edgraphpin.cpp:1196 
UE4Editor_BlueprintGraph!UK2Node::RewireOldPinsToNewPins() k2node.cpp:672 
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() k2node.cpp:412 
UE4Editor_KismetCompiler!FAnimBlueprintCompiler::CreateEvaluationHandlerStruct() animblueprintcompiler.cpp:257 
UE4Editor_KismetCompiler!FAnimBlueprintCompiler::ProcessAnimationNode() animblueprintcompiler.cpp:539 
UE4Editor_KismetCompiler!FAnimBlueprintCompiler::ProcessAllAnimationNodes() animblueprintcompiler.cpp:1024 
UE4Editor_KismetCompiler!FAnimBlueprintCompiler::MergeUbergraphPagesIn() animblueprintcompiler.cpp:1653 
UE4Editor_KismetCompiler!FKismetCompilerContext::CreateAndProcessUbergraph() kismetcompiler.cpp:2583 
UE4Editor_KismetCompiler!FKismetCompilerContext::CreateFunctionList() kismetcompiler.cpp:3101 
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() kismetcompiler.cpp:3347 
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() kismetcompilermodule.cpp:94 
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() kismetcompilermodule.cpp:186 
UE4Editor_UnrealEd!FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() blueprinteditorutils.cpp:2282 
UE4Editor_Kismet!FixSubObjectReferencesPostUndoRedo() blueprinteditormodule.cpp:155 
UE4Editor_UnrealEd!UEditorEngine::BroadcastPostUndo() editorserver.cpp:5086 
UE4Editor_UnrealEd!UEditorEngine::HandleTransactorUndo() editorserver.cpp:1105 
UE4Editor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UEditorEngine,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:756 
UE4Editor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UEditorEngine,void __cdecl() delegateinstancesimpl.h:846 
UE4Editor_UnrealEd!TBaseMulticastDelegate<void,FUndoSessionContext,bool>::Broadcast() delegatesignatureimpl.inl:921 
UE4Editor_UnrealEd!UTransBuffer::Undo() editortransaction.cpp:857 
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:317 
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() delegateinstancesimpl.h:423 
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() uicommandlist.cpp:206 
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() uicommandlist.cpp:150 
UE4Editor_UnrealEd!FBaseToolkit::ProcessCommandBindings() basetoolkit.cpp:77 
UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::OnKeyDown() sstandaloneasseteditortoolkithost.cpp:335 
UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() slateapplication.cpp:4504 
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() slateapplication.cpp:215 
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() slateapplication.cpp:197 
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() slateapplication.cpp:4502 
UE4Editor_Slate!FSlateApplication::OnKeyDown() slateapplication.cpp:4417 
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1419 
UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:1930 
UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:747 
UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:669 
user32!<Unknown> 
user32!<Unknown> 
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:905 
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2784 
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
ComponentUE - Gameplay - Blueprint Editor
Affects Versions4.13
Target Fix4.13
Fix Commit3072078
Main Commit3080751
Release Commit3073319
CreatedJul 18, 2016
ResolvedAug 1, 2016
UpdatedApr 27, 2018