An ensure is occurring when pasting a timeline that was once connected to a node into a function in blueprint.
Regression: No, this also occurs in 4.12.5.
Result: Ensure occurs
LogOutputDevice:Error: === Handled ensure: === LogOutputDevice:Error: Ensure condition failed: ToPin->LinkedTo.Contains(this) [File:D:\UnrealEngine-4.13.2-release\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 292] LogOutputDevice:Error: UEdGraphPin::BreakLinkTo Pin 'execute' on node 'Print String' not reciprocally linked with pin 'Update' on node 'Timeline_0' LogOutputDevice:Error: Stack: LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\unrealengine-4.13.2-release\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:183] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\unrealengine-4.13.2-release\engine\source\runtime\core\private\misc\outputdevice.cpp:297] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\unrealengine-4.13.2-release\engine\source\runtime\core\private\misc\outputdevice.cpp:432] LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::BreakLinkTo() [d:\unrealengine-4.13.2-release\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:292] LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphPin::BreakAllPinLinks() [d:\unrealengine-4.13.2-release\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:308] LogOutputDevice:Error: UE4Editor-Engine.dll!UEdGraphNode::BreakAllNodeLinks() [d:\unrealengine-4.13.2-release\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:162] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FGraphObjectTextFactory::PostProcessConstructedObjects() [d:\unrealengine-4.13.2-release\engine\source\editor\unrealed\private\edgraphutilities.cpp:109] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FCustomizableTextObjectFactory::ProcessBuffer() [d:\unrealengine-4.13.2-release\engine\source\editor\unrealed\private\factories\editorfactories.cpp:5342] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FEdGraphUtilities::ImportNodesFromText() [d:\unrealengine-4.13.2-release\engine\source\editor\unrealed\private\edgraphutilities.cpp:376] LogOutputDevice:Error: UE4Editor-Kismet.dll!FBlueprintEditor::PasteNodesHere() [d:\unrealengine-4.13.2-release\engine\source\editor\kismet\private\blueprinteditor.cpp:5785] LogOutputDevice:Error: UE4Editor-Kismet.dll!FBlueprintEditor::PasteNodes() [d:\unrealengine-4.13.2-release\engine\source\editor\kismet\private\blueprinteditor.cpp:5558] LogOutputDevice:Error: UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\unrealengine-4.13.2-release\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317] LogOutputDevice:Error: UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\unrealengine-4.13.2-release\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424] LogOutputDevice:Error: UE4Editor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings() [d:\unrealengine-4.13.2-release\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:211] LogOutputDevice:Error: UE4Editor-Slate.dll!FUICommandList::ProcessCommandBindings() [d:\unrealengine-4.13.2-release\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:155] LogOutputDevice:Error: UE4Editor-GraphEditor.dll!SGraphEditorImpl::OnKeyDown() [d:\unrealengine-4.13.2-release\engine\source\editor\grapheditor\private\sgrapheditorimpl.cpp:66] LogOutputDevice:Error: UE4Editor-Slate.dll!<lambda_448ac1a7c7a791a4a2406526a1b9b6e4>::operator()() [d:\unrealengine-4.13.2-release\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4517] LogOutputDevice:Error: UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_448ac1a7c7a791a4a2406526a1b9b6e4> >() [d:\unrealengine-4.13.2-release\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215] LogOutputDevice:Error: UE4Editor-Slate.dll!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_448ac1a7c7a791a4a2406526a1b9b6e4>,FKeyEvent>() [d:\unrealengine-4.13.2-release\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:197] LogOutputDevice:Error: UE4Editor-Slate.dll!FSlateApplication::ProcessKeyDownEvent() [d:\unrealengine-4.13.2-release\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4515] LogOutputDevice:Error: UE4Editor-Slate.dll!FSlateApplication::OnKeyDown() [d:\unrealengine-4.13.2-release\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4430] LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage() [d:\unrealengine-4.13.2-release\engine\source\runtime\core\private\windows\windowsapplication.cpp:1419] LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::DeferMessage() [d:\unrealengine-4.13.2-release\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930] LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::ProcessMessage() [d:\unrealengine-4.13.2-release\engine\source\runtime\core\private\windows\windowsapplication.cpp:747] LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsApplication::AppWndProc() [d:\unrealengine-4.13.2-release\engine\source\runtime\core\private\windows\windowsapplication.cpp:669] LogOutputDevice:Error: USER32.dll LogOutputDevice:Error: USER32.dll LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages() [d:\unrealengine-4.13.2-release\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905] LogOutputDevice:Error: UE4Editor.exe!FEngineLoop::Tick() [d:\unrealengine-4.13.2-release\engine\source\runtime\launch\private\launchengineloop.cpp:2788] LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [d:\unrealengine-4.13.2-release\engine\source\runtime\launch\private\launch.cpp:156] LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [d:\unrealengine-4.13.2-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] LogOutputDevice:Error: UE4Editor.exe!WinMain() [d:\unrealengine-4.13.2-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] LogOutputDevice:Error: KERNEL32.DLL LogOutputDevice:Error: ntdll.dll LogOutputDevice:Error: ntdll.dll
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0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.12, 4.13, 4.14 |
Created | Nov 4, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |