Description

Editor crashes when compiling for instrumentation after adding an exec pin to the collapsed graph.

This only occurs if the exec pin was added through a drag and drop method. Adding the exec pin to the collapsed graph through the details panel will not reproduce the crash.

Steps to Reproduce
  1. Open QAGame
  2. Open QA_TestHelper
  3. Enable the profiler
  4. Compile for instrumentation
  5. Select the Set TextVar and Print Text nodes.
  6. Right-click and select "Collapse Node"
  7. Drag the exec pin from Event BeginPlay to the Collapsed Graph to add a new exec pin
  8. Compile again.

Result: Editor crashes after compiling after adding the new exec pin to the collapsed graph (through drag and drop).

Callstack
Assertion failed: Result.IsValid() [File:D:\Builds\samuel.proctor_Blueprints\Engine\Source\Developer\BlueprintProfiler\Private\ScriptInstrumentationPlayback.cpp] [Line: 1281] 



UE4Editor_Core!FDebug::AssertFailed() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_BlueprintProfiler!FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() [d:\builds\samuel.proctor_blueprints\engine\source\developer\blueprintprofiler\private\scriptinstrumentationplayback.cpp:1282]
UE4Editor_BlueprintProfiler!FBlueprintFunctionContext::MapTunnelBoundary() [d:\builds\samuel.proctor_blueprints\engine\source\developer\blueprintprofiler\private\scriptinstrumentationplayback.cpp:1290]
UE4Editor_BlueprintProfiler!FBlueprintFunctionContext::MapExecPins() [d:\builds\samuel.proctor_blueprints\engine\source\developer\blueprintprofiler\private\scriptinstrumentationplayback.cpp:1245]
UE4Editor_BlueprintProfiler!FBlueprintFunctionContext::MapNodeExecution() [d:\builds\samuel.proctor_blueprints\engine\source\developer\blueprintprofiler\private\scriptinstrumentationplayback.cpp:993]
UE4Editor_BlueprintProfiler!FBlueprintFunctionContext::MapFunction() [d:\builds\samuel.proctor_blueprints\engine\source\developer\blueprintprofiler\private\scriptinstrumentationplayback.cpp:616]
UE4Editor_BlueprintProfiler!FBlueprintExecutionContext::MapBlueprintExecution() [d:\builds\samuel.proctor_blueprints\engine\source\developer\blueprintprofiler\private\scriptinstrumentationplayback.cpp:422]
UE4Editor_BlueprintProfiler!FBlueprintExecutionContext::InitialiseContext() [d:\builds\samuel.proctor_blueprints\engine\source\developer\blueprintprofiler\private\scriptinstrumentationplayback.cpp:44]
UE4Editor_BlueprintProfiler!FBlueprintProfiler::GetBlueprintContext() [d:\builds\samuel.proctor_blueprints\engine\source\developer\blueprintprofiler\private\blueprintprofiler.cpp:96]
UE4Editor_BlueprintProfiler!FBlueprintProfiler::AddInstrumentedBlueprint() [d:\builds\samuel.proctor_blueprints\engine\source\developer\blueprintprofiler\private\blueprintprofiler.cpp:84]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\builds\samuel.proctor_blueprints\engine\source\editor\kismet\private\blueprinteditor.cpp:3202]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:92]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\public\delegates\tuple.h:115]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4931]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4920]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5378]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5358]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:1631]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:1977]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:750]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:672]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905]
UE4Editor!FEngineLoop::Tick() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\launch\private\launchengineloop.cpp:2795]
UE4Editor!GuardedMain() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\builds\samuel.proctor_blueprints\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.14
Target Fix4.14
Fix Commit3106261
Main Commit3131171
CreatedAug 15, 2016
ResolvedAug 30, 2016
UpdatedMay 20, 2022