Description

Reparenting an actor component to an instanced static mesh component causes a crash.

Found on //UE4/Dev-Blueprints CL-3122712

Steps to Reproduce
  1. Open UE4Editor.exe QAGAME
  2. Create a new actor component blueprint, open it
  3. (From bp editor) File > Reparent
  4. Search for then select InstancedStaticMeshComponent

Result: Crash

Callstack
Fatal error: [File:D:\Dev-Blueprints\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 147] 
Ran out of memory allocating 246904279040 bytes with alignment 0

UE4Editor_Core!FDebug::AssertFailed() [d:\dev-blueprints\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_Core!FGenericPlatformMemory::OnOutOfMemory() [d:\dev-blueprints\engine\source\runtime\core\private\genericplatform\genericplatformmemory.cpp:148]
UE4Editor_Core!FMallocTBB::Realloc() [d:\dev-blueprints\engine\source\runtime\core\private\hal\malloctbb.cpp:99]
UE4Editor_Engine!TArray<FStaticMeshComponentLODInfo,FDefaultAllocator>::ResizeTo() [d:\dev-blueprints\engine\source\runtime\core\public\containers\array.h:2208]
UE4Editor_Engine!TArray<FStaticMeshComponentLODInfo,FDefaultAllocator>::Empty() [d:\dev-blueprints\engine\source\runtime\core\public\containers\array.h:1500]
UE4Editor_Engine!operator<<() [d:\dev-blueprints\engine\source\runtime\core\public\containers\array.h:1112]
UE4Editor_Engine!UStaticMeshComponent::Serialize() [d:\dev-blueprints\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:298]
UE4Editor_Engine!UInstancedStaticMeshComponent::Serialize() [d:\dev-blueprints\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1443]
UE4Editor_Engine!UEngine::CopyPropertiesForUnrelatedObjects() [d:\dev-blueprints\engine\source\runtime\engine\private\unrealengine.cpp:11396]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\dev-blueprints\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3591]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\dev-blueprints\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:100]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\dev-blueprints\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:200]
UE4Editor_UnrealEd!FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() [d:\dev-blueprints\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:2281]
UE4Editor_UnrealEd!FBlueprintEditorUtils::RefreshAllNodes() [d:\dev-blueprints\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:496]
UE4Editor_Kismet!FBlueprintEditor::ReparentBlueprint_NewParentChosen() [d:\dev-blueprints\engine\source\editor\kismet\private\blueprinteditor.cpp:2720]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(UClass * __ptr64)>::Execute() [d:\dev-blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(UClass * __ptr64)>::ExecuteIfSafe() [d:\dev-blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
UE4Editor_ClassViewer!SClassViewer::OnClassViewerSelectionChanged() [d:\dev-blueprints\engine\source\editor\classviewer\private\sclassviewer.cpp:2197]
UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,TTypeWrapper<void> __cdecl(TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type)>::Execute() [d:\dev-blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,void __cdecl(TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type)>::ExecuteIfSafe() [d:\dev-blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
UE4Editor_ClassViewer!TBaseDelegate<void,TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type>::ExecuteIfBound() [d:\dev-blueprints\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:608]
UE4Editor_ClassViewer!SListView<TSharedPtr<FClassViewerNode,0> >::Private_SignalSelectionChanged() [d:\dev-blueprints\engine\source\runtime\slate\public\widgets\views\slistview.h:638]
UE4Editor_ClassViewer!STableRow<TSharedPtr<FString,0> >::OnMouseButtonUp() [d:\dev-blueprints\engine\source\runtime\slate\public\widgets\views\stablerow.h:449]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\dev-blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4946]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\dev-blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\dev-blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4935]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\dev-blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5393]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\dev-blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5373]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\dev-blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:1639]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\dev-blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:1985]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\dev-blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:750]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\dev-blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:672]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\dev-blueprints\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905]
UE4Editor!FEngineLoop::Tick() [d:\dev-blueprints\engine\source\runtime\launch\private\launchengineloop.cpp:2795]
UE4Editor!GuardedMain() [d:\dev-blueprints\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\dev-blueprints\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\dev-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:255]
kernel32
ntdll

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.14
Target Fix4.16
Fix Commit3351818
Main Commit3358685
CreatedSep 14, 2016
ResolvedMar 17, 2017
UpdatedMar 29, 2017