Description

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.

Steps to Reproduce
  1. Open the editor
  2. Create a new actor blueprint
  3. Add a timeline node
  4. Drag off of the update pin of the timeline and add a print string
  5. Select both nodes and copy & paste them into a new function (only the print will get pasted)
  6. Go back into the event graph and copy just the timeline
  7. Attempt to paste the timeline into the function

Result: Ensure occurs

Callstack
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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Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.124.134.14
CreatedNov 4, 2016
ResolvedAug 18, 2021
UpdatedAug 18, 2021