User will hit an ensure first when pasting a copied custom event, and will crash after compiling.
Result: Editor crashes instantly
Expected: Blueprint compiles
MachineId:664A3B6E473BADAB41AE90B4A8B67613 EpicAccountId:07730bcdd79045f3931f8c6be898df40 Assertion failed: !PinRef->bWasTrashed [File:D:\Builds\UE4_Dev-Main\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1442] UE4Editor_Core!FDebug::AssertFailed() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\misc\outputdevice.cpp:421] UE4Editor_Engine!UEdGraphPin::SerializePin() [d:\builds\ue4_dev-main\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1443] UE4Editor_Engine!UEdGraphPin::SerializePinArray() [d:\builds\ue4_dev-main\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1393] UE4Editor_Engine!UEdGraphPin::Serialize() [d:\builds\ue4_dev-main\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1252] UE4Editor_Engine!UEdGraphPin::SerializePin() [d:\builds\ue4_dev-main\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1535] UE4Editor_Engine!UEdGraphPin::SerializePinArray() [d:\builds\ue4_dev-main\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1393] UE4Editor_Engine!UEdGraphNode::Serialize() [d:\builds\ue4_dev-main\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:325] UE4Editor_BlueprintGraph!UK2Node_CallFunction::Serialize() [d:\builds\ue4_dev-main\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:1819] UE4Editor_CoreUObject!FFindReferencersArchive::ResetPotentialReferencer() [d:\builds\ue4_dev-main\engine\source\runtime\coreuobject\private\serialization\findreferencersarchive.cpp:88] UE4Editor_UnrealEd!TFindObjectReferencers<UObject>::TFindObjectReferencers<UObject>() [d:\builds\ue4_dev-main\engine\source\runtime\coreuobject\public\serialization\archiveuobject.h:562] UE4Editor_UnrealEd!FReplaceReferenceHelper::FindAndReplaceReferences() [d:\builds\ue4_dev-main\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:65] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::FinalizeFastReinstancing() [d:\builds\ue4_dev-main\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:511] UE4Editor_UnrealEd!FReinstanceFinalizer::Finalize() [d:\builds\ue4_dev-main\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:462] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() [d:\builds\ue4_dev-main\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:749] UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\builds\ue4_dev-main\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:793] UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\builds\ue4_dev-main\engine\source\editor\kismet\private\blueprinteditor.cpp:3213] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\builds\ue4_dev-main\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\builds\ue4_dev-main\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:423] UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:92] UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300] UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() [d:\builds\ue4_dev-main\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161] UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >() [d:\builds\ue4_dev-main\engine\source\runtime\core\public\delegates\tuple.h:115] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\builds\ue4_dev-main\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317] UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\builds\ue4_dev-main\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:521] UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278] UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4890] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4879] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5337] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5317] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsapplication.cpp:1584] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsapplication.cpp:747] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsapplication.cpp:669] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905] UE4Editor!FEngineLoop::Tick() [d:\builds\ue4_dev-main\engine\source\runtime\launch\private\launchengineloop.cpp:2788] UE4Editor!GuardedMain() [d:\builds\ue4_dev-main\engine\source\runtime\launch\private\launch.cpp:156] UE4Editor!GuardedMainWrapper() [d:\builds\ue4_dev-main\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\builds\ue4_dev-main\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-33859 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.13, 4.14 |
Target Fix | 4.13 |
Created | Jul 28, 2016 |
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Resolved | Aug 1, 2016 |
Updated | Apr 27, 2018 |