Hit this ensure while looking into another issue for Sam.
Results: User receives an ensure and the Function MyEvent is not created
Expected: Nodes are added to blueprint
LogOutputDevice:Error: === Handled ensure: === LogOutputDevice:Error: Ensure condition failed: GIsTransacting || Pin->LinkedTo.Contains(ReferencingPin) [File:D:\Builds\UE4_Dev-Main\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1351] LogOutputDevice:Error: Stack: LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:183] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\misc\outputdevice.cpp:297] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\misc\outputdevice.cpp:432] LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::ResolveReferencesToPin() [d:\builds\ue4_dev-main\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1351] LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::ImportTextItem() [d:\builds\ue4_dev-main\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:958] LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphNode::ImportCustomProperties() [d:\builds\ue4_dev-main\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:407] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!ImportProperties() [d:\builds\ue4_dev-main\engine\source\editor\unrealed\private\editorobject.cpp:598] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!ImportObjectProperties() [d:\builds\ue4_dev-main\engine\source\editor\unrealed\private\editorobject.cpp:698] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!ImportObjectProperties() [d:\builds\ue4_dev-main\engine\source\editor\unrealed\private\editorobject.cpp:806] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FCustomizableTextObjectFactory::ProcessBuffer() [d:\builds\ue4_dev-main\engine\source\editor\unrealed\private\factories\editorfactories.cpp:5340] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FEdGraphUtilities::ImportNodesFromText() [d:\builds\ue4_dev-main\engine\source\editor\unrealed\private\edgraphutilities.cpp:365] LogOutputDevice:Error: UE4Editor-Kismet.dll!FBlueprintEditor::PasteNodesHere() [d:\builds\ue4_dev-main\engine\source\editor\kismet\private\blueprinteditor.cpp:5784] LogOutputDevice:Error: UE4Editor-Kismet.dll!FBlueprintEditor::PasteNodes() [d:\builds\ue4_dev-main\engine\source\editor\kismet\private\blueprinteditor.cpp:5557] LogOutputDevice:Error: UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\builds\ue4_dev-main\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317] LogOutputDevice:Error: UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\builds\ue4_dev-main\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:423] LogOutputDevice:Error: UE4Editor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:211] LogOutputDevice:Error: UE4Editor-Slate.dll!FUICommandList::ProcessCommandBindings() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:155] LogOutputDevice:Error: UE4Editor-GraphEditor.dll!SGraphEditorImpl::OnKeyDown() [d:\builds\ue4_dev-main\engine\source\editor\grapheditor\private\sgrapheditorimpl.cpp:66] LogOutputDevice:Error: UE4Editor-Slate.dll!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator()() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4504] LogOutputDevice:Error: UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215] LogOutputDevice:Error: UE4Editor-Slate.dll!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:197] LogOutputDevice:Error: UE4Editor-Slate.dll!FSlateApplication::ProcessKeyDownEvent() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4502] LogOutputDevice:Error: UE4Editor-Slate.dll!FSlateApplication::OnKeyDown() [d:\builds\ue4_dev-main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4417] LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsapplication.cpp:1419] LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::DeferMessage() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930] LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::ProcessMessage() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsapplication.cpp:747] LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::AppWndProc() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsapplication.cpp:669] LogOutputDevice:Error: USER32.dll LogOutputDevice:Error: USER32.dll LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages() [d:\builds\ue4_dev-main\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905] LogOutputDevice:Error: UE4Editor.exe!FEngineLoop::Tick() [d:\builds\ue4_dev-main\engine\source\runtime\launch\private\launchengineloop.cpp:2788] LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [d:\builds\ue4_dev-main\engine\source\runtime\launch\private\launch.cpp:156] LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [d:\builds\ue4_dev-main\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] LogOutputDevice:Error: UE4Editor.exe!WinMain() [d:\builds\ue4_dev-main\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] LogOutputDevice:Error: kernel32.dll LogOutputDevice:Error: ntdll.dll LogOutputDevice:Error: ntdll.dll
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-33860 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 |