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.
Result: Editor crashes after compiling after adding the new exec pin to the collapsed graph (through drag and drop).
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
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
An error occurred while trying to generate project files !?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34705 in the post.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.14 |
Target Fix | 4.14 |
Fix Commit | 3106261 |
---|---|
Main Commit | 3131171 |
Created | Aug 15, 2016 |
---|---|
Resolved | Aug 30, 2016 |
Updated | May 20, 2022 |