This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.
Error message:
Assertion failed: GEditor->GetSelectedActorCount() == 1 [Link Removed] [Line: 1601]
Source Context:
1587 if (CanProcess == EEditAction::Process) 1588 { 1589 return true; 1590 } 1591 else if (CanProcess == EEditAction::Halt) 1592 { 1593 return false; 1594 } 1595 } 1596 1597 bool bCanPaste = false; 1598 if (GEditor->GetSelectedComponentCount() > 0) 1599 { 1600 check(GEditor->GetSelectedActorCount() == 1); 1601 ***** auto SelectedActor = CastChecked<AActor>(*GEditor->GetSelectedActorIterator()); 1602 bCanPaste = FComponentEditorUtils::CanPasteComponents(SelectedActor->GetRootComponent()); 1603 } 1604 else 1605 { 1606 bCanPaste = GUnrealEd->CanPasteSelectedActorsFromClipboard(GetWorld()); 1607 } 1608 1609 return bCanPaste; 1610 } 1611 1612 bool FLevelEditorActionCallbacks::PasteHere_CanExecute() 1613 { 1614 return Paste_CanExecute(); // For now, just do the same check as Paste 1615 } 1616
Most recent user affected CL: 3249277
Logs:
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Issue call stack shares some similarities with [Link Removed]
CrashReporter User Descriptions:
1) Open QAGameEditor
2) in the default map select the floor
3) in the actor component tree select the StaticMeshComponent
4) in the actor component tree select the Floor actor entry
6) hit ctrl + z
7) double click the floor mesh in the viewport
8) right click the floor mesh in the viewport
you should then hit the check conditions
UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] UE4Editor_Slate!FUICommandList::CanExecuteAction() [uicommandlist.cpp:106] UE4Editor_Slate!SMenuEntryBlock::IsEnabled() [smenuentryblock.cpp:1090] UE4Editor_Slate!TBaseSPMethodDelegateInstance<1,SMenuEntryBlock,0,bool __cdecl() [delegateinstancesimpl.h:318] UE4Editor_SlateCore!TAttribute<bool>::Get() [attribute.h:135] UE4Editor_SlateCore!SCompoundWidget::OnPaint() [scompoundwidget.cpp:25] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692] UE4Editor_SlateCore!SOverlay::OnPaint() [soverlay.cpp:100] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692] UE4Editor_SlateCore!SPanel::PaintArrangedChildren() [spanel.cpp:44] UE4Editor_SlateCore!SPanel::OnPaint() [spanel.cpp:19] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692] UE4Editor_SlateCore!SPanel::PaintArrangedChildren() [spanel.cpp:44] UE4Editor_SlateCore!SPanel::OnPaint() [spanel.cpp:19] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692] UE4Editor_SlateCore!SPanel::PaintArrangedChildren() [spanel.cpp:44] UE4Editor_SlateCore!SPanel::OnPaint() [spanel.cpp:19] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692] UE4Editor_SlateCore!SOverlay::OnPaint() [soverlay.cpp:100] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692] UE4Editor_SlateCore!SPanel::PaintArrangedChildren() [spanel.cpp:44] UE4Editor_SlateCore!SPanel::OnPaint() [spanel.cpp:19] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692] UE4Editor_SlateCore!SCompoundWidget::OnPaint() [scompoundwidget.cpp:25] UE4Editor_Slate!SScrollBox::OnPaint() [sscrollbox.cpp:953] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692] UE4Editor_SlateCore!SCompoundWidget::OnPaint() [scompoundwidget.cpp:25] UE4Editor_Slate!SBorder::OnPaint() [sborder.cpp:86] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692] UE4Editor_SlateCore!SCompoundWidget::OnPaint() [scompoundwidget.cpp:25] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692] UE4Editor_SlateCore!FSlateWindowElementList::FDeferredPaint::ExecutePaint() [drawelements.cpp:579] UE4Editor_SlateCore!FSlateWindowElementList::PaintDeferred() [drawelements.cpp:604] UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:719] UE4Editor_Slate!FSlateApplication::DrawWindowAndChildren() [slateapplication.cpp:1127] UE4Editor_Slate!FSlateApplication::DrawWindowAndChildren() [slateapplication.cpp:1216] UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [slateapplication.cpp:1367] UE4Editor_Slate!FSlateApplication::DrawWindows() [slateapplication.cpp:1084] UE4Editor_Slate!FSlateApplication::TickApplication() [slateapplication.cpp:1689] UE4Editor_Slate!FSlateApplication::Tick() [slateapplication.cpp:1481] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2894] 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()
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40753 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.12, 4.13, 4.14 |
Target Fix | 4.15 |
Created | Jan 17, 2017 |
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Resolved | Jan 26, 2017 |
Updated | Apr 27, 2018 |