The Editor can crash if a fixed-size FText array is created. Attempting to edit one of the values of the array in a Blueprint will result in a crash.
UPROPERTY(EditAnywhere, Category = TestCat) FText TheTextArray[EMyEnum::Max];
RESULT:
The Editor crashes with the following error: Access violation - code c0000005 (first/second chance not available)
EXPECTED:
The new value of the array element is set successfully.
Access violation - code c0000005 (first/second chance not available) UE4Editor_Core!FText::~FText() UE4Editor_CoreUObject!TProperty<FText,UProperty>::DestroyValueInternal() [d:\main-builds\stream\engine\source\runtime\coreuobject\public\uobject\unrealtype.h:1032] UE4Editor_PropertyEditor!FPropertyNode::PropagatePropertyChange() [d:\main-builds\stream\engine\source\editor\propertyeditor\private\propertynode.cpp:2964] UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\main-builds\stream\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:539] UE4Editor_PropertyEditor!<lambda_6601be400562b511ff01219c84317293>::operator()() [d:\main-builds\stream\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2295] UE4Editor_PropertyEditor!FPropertyValueImpl::EnumerateObjectsToModify() [d:\main-builds\stream\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:54] UE4Editor_PropertyEditor!FPropertyHandleBase::SetPerObjectValue() [d:\main-builds\stream\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2283] UE4Editor_DetailCustomizations!`anonymous namespace'::FEditableTextPropertyHandle::SetText() [d:\main-builds\stream\engine\source\editor\detailcustomizations\private\textcustomization.cpp:82] UE4Editor_EditorWidgets!STextPropertyEditableTextBox::OnTextCommitted() [d:\main-builds\stream\engine\source\editor\editorwidgets\private\stextpropertyeditabletextbox.cpp:515] UE4Editor_EditorWidgets!TBaseSPMethodDelegateInstance<0,STextPropertyEditableTextBox,0,TTypeWrapper<void> __cdecl(FText const & __ptr64,enum ETextCommit::Type)>::Execute() [d:\main-builds\stream\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327] UE4Editor_EditorWidgets!TBaseSPMethodDelegateInstance<0,STextPropertyEditableTextBox,0,void __cdecl(FText const & __ptr64,enum ETextCommit::Type)>::ExecuteIfSafe() [d:\main-builds\stream\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434] UE4Editor_Slate!TBaseDelegate<void,FText const & __ptr64,enum ETextCommit::Type>::ExecuteIfBound() [d:\main-builds\stream\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:624] UE4Editor_Slate!FSlateEditableTextLayout::HandleCarriageReturn() [d:\main-builds\stream\engine\source\runtime\slate\private\widgets\text\slateeditabletextlayout.cpp:1332] UE4Editor_Slate!FSlateEditableTextLayout::HandleKeyDown() [d:\main-builds\stream\engine\source\runtime\slate\private\widgets\text\slateeditabletextlayout.cpp:836] UE4Editor_Slate!SEditableText::OnKeyDown() [d:\main-builds\stream\engine\source\runtime\slate\private\widgets\input\seditabletext.cpp:185] UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator()() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4668] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:238] UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:220] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4666] UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4581] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\main-builds\stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:1533] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\main-builds\stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:2120] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\main-builds\stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\main-builds\stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:714] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\main-builds\stream\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:979] UE4Editor!FEngineLoop::Tick() [d:\main-builds\stream\engine\source\runtime\launch\private\launchengineloop.cpp:2971] UE4Editor!GuardedMain() [d:\main-builds\stream\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\main-builds\stream\engine\source\runtime\launch\private\windows\launchwindows.cpp:130] UE4Editor!WinMain() [d:\main-builds\stream\engine\source\runtime\launch\private\windows\launchwindows.cpp:206] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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Installer 4.10 failed with error code R-1603
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-41007 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.14.3, 4.16 |
Target Fix | 4.16 |
Fix Commit | 3293477 |
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Main Commit | 3341914 |
Created | Jan 23, 2017 |
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Resolved | Feb 8, 2017 |
Updated | Apr 27, 2018 |