Description

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.

Steps to Reproduce
  1. Create a new Basic Code project.
  2. Add a new Actor code class to the project.
  3. In the body of the new class, add the following property:
    UPROPERTY(EditAnywhere, Category = TestCat)
    FText TheTextArray[EMyEnum::Max];
    
  4. Build the project in Visual Studio.
  5. Create a Blueprint based on the new Actor class.
  6. Open the new Blueprint in the Blueprint Editor.
  7. Locate the property added in step 3.
  8. Modify one of the elements of the array and press Enter.

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.

Callstack
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

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.14.34.16
Target Fix4.16
Fix Commit3293477
Main Commit3341914
CreatedJan 23, 2017
ResolvedFeb 8, 2017
UpdatedApr 27, 2018