Description

Hit this ensure while looking into another issue for Sam.

Steps to Reproduce
  1. Create a new Blueprint Class Actor named Foo
  2. Create a new Blueprint Class Actor named Bar
  3. In BP Foo create a Custom Event node named MyEvent
  4. Drag off the Event MyEvent and add a print string
  5. Create a 1 Key Event
  6. Drag off the 1 Key event and add the function MyEvent
  7. Drag off the Function MyEvent and create a print string
  8. Select all the nodes and copy / paste them into event graph of Bar

Results: User receives an ensure and the Function MyEvent is not created
Expected: Nodes are added to blueprint

Callstack
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

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.134.14
Target Fix4.13
Fix Commit3072078
Main Commit3080751
Release Commit3073319
CreatedJul 28, 2016
ResolvedAug 1, 2016
UpdatedApr 27, 2018