Developer Notes

Landscape was previously set as NotBlueprintable. The NotBlueprintable flag accidentally got moved to ALandscapeStreamingProxy as part of the landscape class hierarchy refactor, inadvertently making ALandscape blueprintable. Now corrected.

Description

If a blueprint is created from a landscape object, the editor will crash.

Frequency: 5/5

Steps to Reproduce
  1. Open Editor (any project)
  2. Modes>Landscape>Create
  3. Modes>Placement
  4. Select Landscape
  5. Details pane>Blueprint/Add Script >Create Blueprint

Results

Editor Crashes

Expected

Blueprint window opens with new landscape blueprint in Component Viewport.
Landscape is not a blueprintable type

Callstack

MachineId:409D523543AE785961A2788C698A2F90
EpicAccountId:1558531203f84e81b70959b8a59badef

Assertion failed: LandscapeGuid.IsValid() [Link Removed] [Line: 756]

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_Landscape!ALandscapeProxy::GetLandscapeInfo() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\landscape\private\landscape.cpp:757]
UE4Editor_Landscape!ALandscape::HasAllComponent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\landscape\private\landscapeedit.cpp:2865]
UE4Editor_UnrealEd!AssetSelectionUtils::BuildSelectedActorInfo() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\assetselection.cpp:142]
UE4Editor_PropertyEditor!SDetailsView::SetObjectArrayPrivate() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\sdetailsview.cpp:475]
UE4Editor_PropertyEditor!SDetailsView::SetObjects() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\sdetailsview.cpp:324]
UE4Editor_LevelEditor!SActorDetails::SetObjects() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\leveleditor\private\sactordetails.cpp:205]
UE4Editor_LevelEditor!SLevelEditor::OnActorSelectionChanged() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\leveleditor\private\sleveleditor.cpp:1458]
UE4Editor_LevelEditor!TBaseSPMethodDelegateInstance<0,SLevelEditor,0,TTypeWrapper<void> __cdecl(TArray<UObject * __ptr64,FDefaultAllocator> const & __ptr64,bool)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_LevelEditor!TBaseSPMethodDelegateInstance<0,SLevelEditor,0,void __cdecl(TArray<UObject * __ptr64,FDefaultAllocator> const & __ptr64,bool)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
UE4Editor_LevelEditor!TBaseMulticastDelegate<void,TArray<UObject * __ptr64,FDefaultAllocator> const & __ptr64,bool>::Broadcast() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:921]
UE4Editor_UnrealEd!UUnrealEdEngine::UpdateFloatingPropertyWindowsFromActorList() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorhook.cpp:68]
UE4Editor_UnrealEd!UUnrealEdEngine::UpdateFloatingPropertyWindows() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorhook.cpp:59]
UE4Editor_UnrealEd!UUnrealEdEngine::NoteSelectionChange() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorselectutils.cpp:403]
UE4Editor_UnrealEd!UUnrealEdEngine::SelectActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorselectutils.cpp:619]
UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprintInstanceFromSelection() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:1628]
UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprintFromActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:1442]
UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprintFromActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:1190]
UE4Editor_KismetWidgets!FCreateBlueprintFromActorDialog::OnCreateBlueprint() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\kismetwidgets\private\createblueprintfromactordialog.cpp:80]
UE4Editor_KismetWidgets!TBaseStaticDelegateInstance<void __cdecl(FString const & __ptr64),bool>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1017]
UE4Editor_UnrealEd!SCreateAssetFromObject::OnCreateAssetFromActorClicked() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\screateassetfromobject.cpp:129]
UE4Editor_UnrealEd!TMemberFunctionCaller<SCreateAssetFromObject,FReply (__cdecl SCreateAssetFromObject::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161]
UE4Editor_UnrealEd!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SCreateAssetFromObject,FReply (__cdecl SCreateAssetFromObject::*)(void) __ptr64> >() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:115]
UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<0,SCreateAssetFromObject,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4901]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4890]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5348]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5328]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1584]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:747]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:669]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2788]
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

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Fixed
ComponentUE - LD & Modeling - Terrain - Landscape
Affects Versions4.13
Target Fix4.13
Fix Commit3099442
Main Commit3109685
Release Commit3099442
CreatedAug 24, 2016
ResolvedAug 24, 2016
UpdatedOct 30, 2017