Description
  • Ctrl Z a massive copy paste
  • I was modifying a blueprint dealing with Draw material to render target.
  • Undoing in Blueprint Editor.
  • Kevin.R - Undid a pin reconnecting... investigating
Steps to Reproduce
  1. Compile the engine and open the editor
  2. Open QAgame.uproject
  3. Open the level blueprint
  4. Paste the information in the attachmend Crashrepro.txt
  5. Copy everything but the skeletal mesh component node
  6. Paste it next to the old blueprints
  7. Ctrl Z
    Result
    Crash
Callstack
UE4Editor_Engine!UEdGraphPin::SerializePin() [edgraphpin.cpp:1497]
UE4Editor_Engine!UEdGraphPin::SerializePinArray() [edgraphpin.cpp:1393]
UE4Editor_Engine!UEdGraphPin::Serialize() [edgraphpin.cpp:1249]
UE4Editor_Engine!UEdGraphPin::SerializePin() [edgraphpin.cpp:1535]
UE4Editor_Engine!UEdGraphPin::SerializePinArray() [edgraphpin.cpp:1393]
UE4Editor_Engine!UEdGraphNode::Serialize() [edgraphnode.cpp:317]
UE4Editor_BlueprintGraph!UK2Node_CallFunction::Serialize() [k2node_callfunction.cpp:1819]
UE4Editor_UnrealEd!FTransaction::FObjectRecord::SerializeContents() [editortransaction.cpp:137]
UE4Editor_UnrealEd!FTransaction::FObjectRecord::Load() [editortransaction.cpp:178]
UE4Editor_UnrealEd!FTransaction::Apply() [editortransaction.cpp:444]
UE4Editor_UnrealEd!UTransBuffer::Undo() [editortransaction.cpp:855]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:317]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl.h:423]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:211]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:155]
UE4Editor_UnrealEd!FBaseToolkit::ProcessCommandBindings() [basetoolkit.cpp:77]
UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::OnKeyDown() [sstandaloneasseteditortoolkithost.cpp:335]
UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() [slateapplication.cpp:4517]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:215]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [slateapplication.cpp:197]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4515]
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>

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.134.14
Target Fix4.13
Fix Commit3088106
Main Commit3092051
Release Commit3088106
CreatedAug 11, 2016
ResolvedAug 12, 2016
UpdatedApr 27, 2018