Description

Perhaps the Child Actor being "undod" is not saved correctly?

Steps to Reproduce
  1. Open QAGame
  2. Create a Blueprint based on Actor and open it.
  3. Add a "Child Actor Component" to the Blueprint.
  4. Set the Child Actor component's class to "QA_TestHelper"
  5. Compile and Save the Blueprint.
  6. Place an instance of the Blueprint in the level.
  7. Undo (Ctrl + Z)
  8. Redo (Ctrl + Y)

Result:
Crash: Assertion failed: Index+Count<=Array->Num() [Link Removed] [Line: 121]

Callstack
UE4Editor_UnrealEd!FTransaction::FObjectRecord::SerializeContents() editortransaction.cpp:122 
UE4Editor_UnrealEd!FTransaction::FObjectRecord::Save() editortransaction.cpp:165 
UE4Editor_UnrealEd!FTransaction::Apply() editortransaction.cpp:440 
UE4Editor_UnrealEd!UTransBuffer::Redo() editortransaction.cpp:892 
UE4Editor_UnrealEd!UEditorEngine::Exec_Transaction() editorserver.cpp:5081 
UE4Editor_UnrealEd!UEditorEngine::Exec() editorserver.cpp:5527 
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() unrealedsrv.cpp:624 
UE4Editor_MainFrame!FMainFrameActionCallbacks::ExecuteExecCommand() mainframeactions.cpp:930 
UE4Editor_MainFrame!TBaseStaticDelegateInstance<void __cdecl() delegateinstancesimpl.h:1017 
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() uicommandlist.cpp:211 
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() uicommandlist.cpp:155 
UE4Editor_MainFrame!FMainFrameActionCallbacks::OnUnhandledKeyDownEvent() mainframeactions.cpp:176 
UE4Editor_MainFrame!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<FReply() tuple.h:115 
UE4Editor_MainFrame!TBaseStaticDelegateInstance<FReply __cdecl() delegateinstancesimpl.h:948 
UE4Editor_Slate!TBaseDelegate<FReply,FKeyEvent const & __ptr64>::Execute() delegatesignatureimpl.inl:521 
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() slateapplication.cpp:4528 
UE4Editor_Slate!FSlateApplication::OnKeyDown() slateapplication.cpp:4430 
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:2788 
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> 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34380 in the post.

0
Login to Vote

Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.13
Target Fix4.13
Fix Commit3086345
Main Commit3092051
Release Commit3086345
CreatedAug 8, 2016
ResolvedAug 11, 2016
UpdatedApr 27, 2018