Add Point node used with an InputKey of 0 or 1 will crash the editor on bp compile
User Description:
Unreal version 4.14 crashes every time that you use spline component and try to add the point 0 or 1 before clear all spline points.
If you save the blueprint before compiling, after the crash, you will not be able to open our project because of that blueprint.
1. Open a new blank project
2. Create a new actor class blueprint & open it (see screenshot #1)
3. In the Construction Script > Add a AddSplineComponent node
4. Drag off the ReturnValue point > Add an AddPoint node
5. Drag off the Point pin > Add a MakeSplinePoint node
6. Compile the bp
Results: The editor will crash
Expected: For the bp to compile without error or give a warning as to why it cannot be compiled
UE4Editor_Engine!USplineComponent::UpdateSpline() [splinecomponent.cpp:148] UE4Editor_Engine!USplineComponent::AddPoint() [splinecomponent.cpp:573] UE4Editor_Engine!USplineComponent::execAddPoint() [splinecomponent.h:128] UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4471] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:700] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [scriptcore.cpp:2139] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:925] UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4471] UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1308] UE4Editor_Engine!AActor::ProcessEvent() [actor.cpp:649] UE4Editor_Engine!AActor::ProcessUserConstructionScript() [actorconstruction.cpp:817] UE4Editor_Engine!AActor::ExecuteConstruction() [actorconstruction.cpp:733] UE4Editor_UnrealEd!FActorReplacementHelper::Finalize() [kismetreinstanceutilities.cpp:1195] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [kismetreinstanceutilities.cpp:1940] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass() [kismetreinstanceutilities.cpp:1464] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceInner() [kismetreinstanceutilities.cpp:670] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() [kismetreinstanceutilities.cpp:901] UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [kismet2.cpp:825] UE4Editor_Kismet!FBlueprintEditor::Compile() [blueprinteditor.cpp:3202] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:318] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl.h:424] UE4Editor_Slate!FUICommandList::ExecuteAction() [uicommandlist.cpp:92] UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [stoolbarbuttonblock.cpp:300] UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply() [delegateinstanceinterface.h:161] UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply() [tuple.h:116] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,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!<Unknown> user32!<Unknown> 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!<Unknown> ntdll!<Unknown>
Head over to the existing Questions & Answers thread and let us know what's up.
8 |
Created | Nov 29, 2016 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |
3020 - projectgheist |