Description

Error message:

Assertion failed: IsValid() [Link Removed] [Line: 752]

Source Context:

  738       		return *this;
  739       	}
  740       
  741       	/**
  742       	 * Converts a shared pointer to a shared reference.  The pointer *must* be valid or an assertion will trigger.
  743       	 *
  744       	 * @return  Reference to the object
  745       	 */
  746       	// NOTE: The following is an Unreal extension to standard shared_ptr behavior
  747       	FORCEINLINE TSharedRef< ObjectType, Mode > ToSharedRef() const
  748       	{
  749        		// If this assert goes off, it means a shared reference was created from a shared pointer that was nullptr.
  750        		// Shared references are never allowed to be null.  Consider using TSharedPtr instead.
  751       		check( IsValid() );
  752 ***** 		return TSharedRef< ObjectType, Mode >( *this );
  753       	}
  754       
  755       	/**
  756       	 * Returns the object referenced by this pointer, or nullptr if no object is reference
  757       	 *
  758       	 * @return  The object owned by this shared pointer, or nullptr
  759       	 */
  760       	FORCEINLINE ObjectType* Get() const
  761       	{
  762       		return Object;
  763       	}
  764       
  765       	/**
  766       	 * Checks to see if this shared pointer is actually pointing to an object
  767       	 *

Most recent user affected CL: 3195953

Logs:
[Link Removed]


CrashReporter User Descriptions:

  • EUS Matt.Williams - Created a Blueprint from a Sequence Actor
Steps to Reproduce
  1. Create a blank project
  2. Add a level sequence to the level
  3. Select the Level Sequence actor
  4. Go to the blueprints menu in the toolbar
  5. Select "Convert Selected Actor to Blueprint Class"
  6. Select Create Blueprint

Result: Crash
Expected: A warning or error because sequence actors can't be components (at least not in this version yet)

Callstack
UE4Editor_DetailCustomizations!TSharedPtr<IPropertyHandle,0>::ToSharedRef() [sharedpointer.h:753]
UE4Editor_DetailCustomizations!FLevelSequenceBurnInOptionsCustomization::CustomizeChildren() [levelsequenceburninoptionscustomization.cpp:43]
UE4Editor_PropertyEditor!FDetailPropertyRow::OnItemNodeInitialized() [detailpropertyrow.cpp:229]
UE4Editor_PropertyEditor!FDetailItemNode::InitPropertyEditor() [detailitemnode.cpp:98]
UE4Editor_PropertyEditor!FDetailItemNode::Initialize() [detailitemnode.cpp:46]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateNodesFromCustomizations() [detailcategorybuilderimpl.cpp:627]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateChildrenForSingleLayout() [detailcategorybuilderimpl.cpp:649]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateChildrenForLayouts() [detailcategorybuilderimpl.cpp:713]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateLayout() [detailcategorybuilderimpl.cpp:833]
UE4Editor_PropertyEditor!FDetailLayoutBuilderImpl::BuildCategories() [detaillayoutbuilderimpl.cpp:154]
UE4Editor_PropertyEditor!FDetailLayoutBuilderImpl::GenerateDetailLayout() [detaillayoutbuilderimpl.cpp:189]
UE4Editor_PropertyEditor!SDetailsViewBase::UpdateSinglePropertyMap() [sdetailsviewbase.cpp:382]
UE4Editor_PropertyEditor!SDetailsViewBase::UpdatePropertyMaps() [sdetailsviewbase.cpp:347]
UE4Editor_PropertyEditor!SDetailsView::PostSetObject() [sdetailsview.cpp:779]
UE4Editor_PropertyEditor!SDetailsView::SetObjectArrayPrivate() [sdetailsview.cpp:569]
UE4Editor_PropertyEditor!SDetailsView::SetObjects() [sdetailsview.cpp:318]
UE4Editor_LevelEditor!SActorDetails::SetObjects() [sactordetails.cpp:205]
UE4Editor_LevelEditor!SLevelEditor::OnActorSelectionChanged() [sleveleditor.cpp:1463]
UE4Editor_LevelEditor!TBaseSPMethodDelegateInstance<0,SLevelEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:318]
UE4Editor_LevelEditor!TBaseSPMethodDelegateInstance<0,SLevelEditor,0,void __cdecl() [delegateinstancesimpl.h:425]
UE4Editor_LevelEditor!TBaseMulticastDelegate<void,TArray<UObject * __ptr64,FDefaultAllocator> const & __ptr64,bool>::Broadcast() [delegatesignatureimpl.inl:922]
UE4Editor_UnrealEd!UUnrealEdEngine::UpdateFloatingPropertyWindowsFromActorList() [editorhook.cpp:68]
UE4Editor_UnrealEd!UUnrealEdEngine::UpdateFloatingPropertyWindows() [editorhook.cpp:59]
UE4Editor_UnrealEd!UUnrealEdEngine::NoteSelectionChange() [editorselectutils.cpp:403]
UE4Editor_UnrealEd!UUnrealEdEngine::SelectActor() [editorselectutils.cpp:633]
UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprintInstanceFromSelection() [kismet2.cpp:1658]
UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprintFromActor() [kismet2.cpp:1472]
UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprintFromActor() [kismet2.cpp:1220]
UE4Editor_KismetWidgets!FCreateBlueprintFromActorDialog::OnCreateBlueprint() [createblueprintfromactordialog.cpp:80]
UE4Editor_KismetWidgets!TBaseStaticDelegateInstance<void __cdecl() [delegateinstancesimpl.h:1018]
UE4Editor_UnrealEd!SCreateAssetFromObject::OnCreateAssetFromActorClicked() [screateassetfromobject.cpp:129]
UE4Editor_UnrealEd!TMemberFunctionCaller<SCreateAssetFromObject,FReply() [delegateinstanceinterface.h:161]
UE4Editor_UnrealEd!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SCreateAssetFromObject,FReply() [tuple.h:116]
UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<0,SCreateAssetFromObject,0,FReply __cdecl() [delegateinstancesimpl.h:318]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [delegatesignatureimpl.inl:522]
UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:275]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() [slateapplication.cpp:5010]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:4999]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5462]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5439]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1652]
UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2071]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:814]
UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:678]
user32!UserCallWinProcCheckWow()
user32!DispatchMessageWorker()
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:951]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2811]
UE4Editor!GuardedMain() [launch.cpp:152]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126]
UE4Editor!WinMain() [launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:264]
kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Fixed
ComponentUE - Anim - Sequencer
Affects Versions4.14
Target Fix4.15
Fix Commit3215127
Main Commit3238204
Release Commit3240724
CreatedNov 15, 2016
ResolvedNov 30, 2016
UpdatedApr 27, 2018