Description

This Jira was created from CrashReports submitted by the public due to the high number of occurrences.

Error message:

Access violation - code c0000005 (first/second chance not available)

Source Context:

  439       else
  440       {
  441       for (TObjectIterator<UObject> It; It; ++It)
  442       {
  443       UObject* TestObject = *It;
  444       
  445       // Skip Blueprint preview objects (don't allow them to be selected for debugging)
  446       if (PreviewWorld != nullptr && TestObject->IsIn(PreviewWorld))
  447       {
  448       continue;
  449       }
  450       
  451       const bool bPassesFlags = !TestObject->HasAnyFlags(RF_ClassDefaultObject) && !TestObject->IsPendingKill();
  452       const bool bGeneratedByAnyBlueprint = TestObject->GetClass()->ClassGeneratedBy != nullptr;
  453 ***** const bool bGeneratedByThisBlueprint = bGeneratedByAnyBlueprint && TestObject->IsA(GetBlueprintObj()->GeneratedClass);
  454       
  455       if (bPassesFlags && bGeneratedByThisBlueprint)
  456       {
  457       UObject *ObjOuter = TestObject;
  458       UWorld *ObjWorld = nullptr;
  459       do// Run through at least once in case the TestObject is a UGameInstance
  460       {
  461       UGameInstance *ObjGameInstance = Cast<UGameInstance>(ObjOuter);
  462       
  463       ObjOuter = ObjOuter->GetOuter();
  464       ObjWorld = ObjGameInstance ? ObjGameInstance->GetWorld() : Cast<UWorld>(ObjOuter);
  465       } while (ObjWorld == nullptr && ObjOuter != nullptr);
  466       
  467       if (ObjWorld)
  468       {

Most recent user affected CL: 3224400

Logs:
[Link Removed]
[Link Removed]
[Link Removed]


CrashReporter User Descriptions:

  • Crashed when opening a blueprint that had a removed parent blueprint. Maybe provide a reparent option?
  • joseph.wysosky - opening an asset without a valid parent class
Steps to Reproduce

1. Create a Blueprint based on Actor (A).
2. Open A and Compile it
3. Save A
4. Create a Blueprint based on A (B)
5. Open B and Compile it
6. Save B
7. Shut down the editor and delete A
8. Restart the editor and open B. When the warning dialog is displayed click 'Yes'.

Callstack
UE4Editor_Kismet!SBlueprintEditorSelectedDebugObjectWidget::GenerateDebugObjectNames() [sblueprinteditorselecteddebugobjectwidget.cpp:454]
UE4Editor_Kismet!SBlueprintEditorSelectedDebugObjectWidget::Construct() [sblueprinteditorselecteddebugobjectwidget.cpp:42]
UE4Editor_Kismet!TDecl<SBlueprintEditorSelectedDebugObjectWidget,RequiredArgs::T1RequiredArgs<TSharedPtr<FBlueprintEditor,0> & __ptr64> >::operator<<=() [declarativesyntaxsupport.h:1079]
UE4Editor_Kismet!FBlueprintEditorToolbar::FillDebuggingToolbar() [sblueprinteditortoolbar.cpp:619]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditorToolbar,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:318]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditorToolbar,0,void __cdecl() [delegateinstancesimpl.h:425]
UE4Editor_Slate!FExtender::Apply() [multiboxextender.cpp:219]
UE4Editor_Slate!FToolBarBuilder::ApplyHook() [multiboxbuilder.cpp:489]
UE4Editor_Slate!FToolBarBuilder::EndSection() [multiboxbuilder.cpp:479]
UE4Editor_UnrealEd!FAssetEditorToolkit::GenerateToolbar() [asseteditortoolkit.cpp:970]
UE4Editor_UnrealEd!FAssetEditorToolkit::RegenerateMenusAndToolbars() [asseteditortoolkit.cpp:1033]
UE4Editor_Kismet!FWorkflowCentricApplication::SetCurrentMode() [workflowcentricapplication.cpp:73]
UE4Editor_Kismet!FBlueprintEditor::SetCurrentMode() [blueprinteditor.cpp:1645]
UE4Editor_Kismet!FBlueprintEditor::RegisterApplicationModes() [blueprinteditor.cpp:1813]
UE4Editor_Kismet!FBlueprintEditor::InitBlueprintEditor() [blueprinteditor.cpp:1698]
UE4Editor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [blueprinteditormodule.cpp:284]
UE4Editor_AssetTools!FAssetTypeActions_Blueprint::OpenAssetEditor() [assettypeactions_blueprint.cpp:84]
UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [asseteditormanager.cpp:338]
UE4Editor_AssetTools!FAssetTypeActions_Base::AssetsActivated() [assettypeactions_base.h:41]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [scontentbrowser.cpp:1822]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:318]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl() [delegateinstancesimpl.h:425]
UE4Editor_ContentBrowser!TBaseDelegate<void,TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type>::ExecuteIfBound() [delegatesignatureimpl.inl:609]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [sassetview.cpp:3657]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:318]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl() [delegateinstancesimpl.h:425]
UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [delegatesignatureimpl.inl:609]
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [slistview.h:718]
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [stablerow.h:264]
UE4Editor_Slate!<lambda_eeb33fd1b480e3cad58a1531d90d2e14>::operator() [slateapplication.cpp:5404]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >() [slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [slateapplication.cpp:5402]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [slateapplication.cpp:5387]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [slateapplication.cpp:5365]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1656]
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>

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Fixed
ComponentGameplay - Blueprint
Affects Versions4.124.134.14
Target Fix4.15
Fix Commit3233895
Main Commit3236017
CreatedDec 9, 2016
ResolvedDec 14, 2016
UpdatedApr 27, 2018