Undo, redo, undo after issuing a replace actor action causes the editor to crash.
Found on: //UE4/Release-4.13 CL-3078131
Crash reporter: [Link Removed]
Regression from //UE4/Release-4.12 CL-3053425 , will investigate range on request.
Does not reproduce in //UE4/Main CL-3078219.
Does not reproduce in //UE4/Dev-Blueprints CL-3078965.
Result: Crash
MachineId:93621A354124D3DA0CD87BB8C7BF4324 EpicAccountId:a93319c1a68241d295f2574a4ba3da59 Assertion failed: Pair != nullptr [File:D:\Release-4.13\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 522] UE4Editor_Core!FDebug::AssertFailed() [d:\release-4.13\engine\source\runtime\core\private\misc\outputdevice.cpp:421] UE4Editor_Engine!AActor::RerunConstructionScripts() [d:\release-4.13\engine\source\runtime\engine\private\actorconstruction.cpp:551] UE4Editor_Engine!AActor::PostEditChangeProperty() [d:\release-4.13\engine\source\runtime\engine\private\actoreditor.cpp:105] UE4Editor_CoreUObject!UObject::PostEditUndo() [d:\release-4.13\engine\source\runtime\coreuobject\private\uobject\obj.cpp:482] UE4Editor_CoreUObject!UObject::PostEditUndo() [d:\release-4.13\engine\source\runtime\coreuobject\private\uobject\obj.cpp:486] UE4Editor_Engine!AActor::PostEditUndo() [d:\release-4.13\engine\source\runtime\engine\private\actoreditor.cpp:445] UE4Editor_UnrealEd!FTransaction::Apply() [d:\release-4.13\engine\source\editor\unrealed\private\editortransaction.cpp:488] UE4Editor_UnrealEd!UTransBuffer::Undo() [d:\release-4.13\engine\source\editor\unrealed\private\editortransaction.cpp:855] UE4Editor_UnrealEd!UEditorEngine::Exec_Transaction() [d:\release-4.13\engine\source\editor\unrealed\private\editorserver.cpp:5081] UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\release-4.13\engine\source\editor\unrealed\private\editorserver.cpp:5527] UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\release-4.13\engine\source\editor\unrealed\private\unrealedsrv.cpp:624] UE4Editor_MainFrame!FMainFrameActionCallbacks::ExecuteExecCommand() [d:\release-4.13\engine\source\editor\mainframe\private\frame\mainframeactions.cpp:925] UE4Editor_MainFrame!TBaseStaticDelegateInstance<void __cdecl(void),FString>::ExecuteIfSafe() [d:\release-4.13\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1017] UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [d:\release-4.13\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:211] UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [d:\release-4.13\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:155] UE4Editor_MainFrame!FMainFrameActionCallbacks::OnUnhandledKeyDownEvent() [d:\release-4.13\engine\source\editor\mainframe\private\frame\mainframeactions.cpp:176] UE4Editor_MainFrame!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<FReply (__cdecl*const & __ptr64)(FKeyEvent const & __ptr64),FKeyEvent const & __ptr64>() [d:\release-4.13\engine\source\runtime\core\public\delegates\tuple.h:115] UE4Editor_MainFrame!TBaseStaticDelegateInstance<FReply __cdecl(FKeyEvent const & __ptr64)>::Execute() [d:\release-4.13\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:948] UE4Editor_Slate!TBaseDelegate<FReply,FKeyEvent const & __ptr64>::Execute() [d:\release-4.13\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:521] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\release-4.13\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4528] UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\release-4.13\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4430] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\release-4.13\engine\source\runtime\core\private\windows\windowsapplication.cpp:1419] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\release-4.13\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\release-4.13\engine\source\runtime\core\private\windows\windowsapplication.cpp:747] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\release-4.13\engine\source\runtime\core\private\windows\windowsapplication.cpp:669] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\release-4.13\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905] UE4Editor!FEngineLoop::Tick() [d:\release-4.13\engine\source\runtime\launch\private\launchengineloop.cpp:2788] UE4Editor!GuardedMain() [d:\release-4.13\engine\source\runtime\launch\private\launch.cpp:156] UE4Editor!GuardedMainWrapper() [d:\release-4.13\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\release-4.13\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:255] kernel32 ntdll
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
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Hey, why do i get this when i snap two similar meshes together?
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does TextureRenderTarget2D get TArray<uint8> type data?
I'm working on a VR Project and I cannot add Nav Mesh to the stairs??
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34265 in the post.