Editor is crashing when copying a copied instance of a blueprint in the level.
We were unable to reproduce this issue adding a component to the blueprint through the blueprint editor. This issue only occurs when adding components via the IWCE panel.
Result Editor Crashes
Expected There are 3 instances of the blueprint.
MachineId:B6B5DD874BCCAD7B877A0DA05E2A1739
EpicAccountId:a84714e73e8747ed9774d7903498ffb3
Assertion failed: Actor->GetRootComponent() [Link Removed] [Line: 271]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_Engine!FComponentInstanceDataCache::ApplyToActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\componentinstancedatacache.cpp:271]
UE4Editor_Engine!AActor::ExecuteConstruction() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:679]
UE4Editor_Engine!AActor::RerunConstructionScripts() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:469]
UE4Editor_Engine!AActor::PostEditChangeProperty() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actoreditor.cpp:114]
UE4Editor_CoreUObject!UObject::PostEditChange() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:285]
UE4Editor_UnrealEd!ImportObjectProperties() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorobject.cpp:731]
UE4Editor_UnrealEd!ImportObjectProperties() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorobject.cpp:806]
UE4Editor_UnrealEd!ULevelFactory::FactoryCreateText() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\factories\editorfactories.cpp:845]
UE4Editor_UnrealEd!UUnrealEdEngine::edactPasteSelected() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editoractor.cpp:316]
UE4Editor_UnrealEd!DuplicateSelectedActors::FDuplicateJob::DuplicateActorsToLevel() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editoractor.cpp:412]
UE4Editor_UnrealEd!UUnrealEdEngine::edactDuplicateSelected() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editoractor.cpp:526]
UE4Editor_UnrealEd!FLevelEditorViewportClient::InputWidgetDelta() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\leveleditorviewport.cpp:2285]
UE4Editor_UnrealEd!FEditorViewportClient::UpdateMouseDelta() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorviewportclient.cpp:1953]
UE4Editor_UnrealEd!FEditorViewportClient::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorviewportclient.cpp:1076]
UE4Editor_UnrealEd!FLevelEditorViewportClient::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\leveleditorviewport.cpp:2016]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1476]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2834]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\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 am not able to find world outliner how to enable it?
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?
Hey, why do i get this when i snap two similar meshes together?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does TextureRenderTarget2D get TArray<uint8> type data?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34430 in the post.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.13 |
Target Fix | 4.13 |
Created | Aug 9, 2016 |
---|---|
Resolved | Aug 9, 2016 |
Updated | Apr 27, 2018 |