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.
RESULT:
Ensure occurs.
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>
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does TextureRenderTarget2D get TArray<uint8> type data?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
Why does the REMOVE method of map container remove elements have memory leaks?
How does UMG set overlapping layouts?
How to properly terminate the DoWork thread function in FAsyncTask?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-33423 in the post.
0 |
Component | UE - Gameplay - Blueprint Editor |
---|---|
Affects Versions | 4.13 |
Target Fix | 4.13 |
Created | Jul 18, 2016 |
---|---|
Resolved | Aug 1, 2016 |
Updated | Apr 27, 2018 |