Description

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:

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

Source Context:

123       //   - Links to nodes that were not copied need to be fixed up if the copy-paste was in the same graph or broken completely
  124       // Call PostPasteNode on each node
  125       void FEdGraphUtilities::PostProcessPastedNodes(TSet<UEdGraphNode*>& SpawnedNodes)
  126       {
  127       // Run thru and fix up the node's pin links; they may point to invalid pins if the paste was to another graph
  128       for (TSet<UEdGraphNode*>::TIterator It(SpawnedNodes); It; ++It)
  129       {
  130       UEdGraphNode* Node = *It;
  131       UEdGraph* CurrentGraph = Node->GetGraph();
  132       
  133       for (int32 PinIndex = 0; PinIndex < Node->Pins.Num(); ++PinIndex)
  134       {
  135       UEdGraphPin* ThisPin = Node->Pins[PinIndex];
  136       
  137 ***** for (int32 LinkIndex = 0; LinkIndex < ThisPin->LinkedTo.Num(); )
  138       {
  139       UEdGraphPin* OtherPin = ThisPin->LinkedTo[LinkIndex];
  140       
  141       if (OtherPin == NULL)
  142       {
  143       // Totally bogus link
  144       ThisPin->LinkedTo.RemoveAtSwap(LinkIndex);
  145       }
  146       else if (!SpawnedNodes.Contains(OtherPin->GetOwningNode()))
  147       {
  148       // It's a link across the selection set, so it should be broken
  149       OtherPin->LinkedTo.RemoveSwap(ThisPin);
  150       ThisPin->LinkedTo.RemoveAtSwap(LinkIndex);
  151       }
  152       else if (!OtherPin->LinkedTo.Contains(ThisPin))

Most recent user affected CL: 3258144

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

Issue call stack shares some similarities with [Link Removed]


CrashReporter User Descriptions:

  • I was copying a blueprint from an IA controller class to a third person character blueprint. It had one event node and 3 other nodes.
    I was trying to make the script on the official unreal AI tutorial channel and accidently wrote my blueprin in the wrong actor, so I hit copy paste to try to get it to the right actor and thats when the crash occured.
  • Tried cutting/pasting a large chunk of an event graph between event graphs.
  • I copied a bunch of blueprint script from one UE project to another.
  • Crash happened when I did a Ctrl-V to copy 2 nodes, happened multiple times.
    I pressed ctrl-v right after left clicking to deselect a node from a search.
  • Trying to copy 4.14 to 4.13 becuase 4.14 has a huge ram usage after a short ammount of time. mostly after saving
  • tim Hobson - ENgine Support - Copied BP nodes from 4.13 and pasted in 4.14 (Two key press nodes for 1 and 2 and two Load Stream Level nodes)
Callstack
UE4Editor_UnrealEd!FEdGraphUtilities::PostProcessPastedNodes() [edgraphutilities.cpp:138]
UE4Editor_UnrealEd!FEdGraphUtilities::ImportNodesFromText() [edgraphutilities.cpp:378]
UE4Editor_Kismet!FBlueprintEditor::PasteNodesHere() [blueprinteditor.cpp:5785]
UE4Editor_Kismet!FBlueprintEditor::PasteNodes() [blueprinteditor.cpp:5558]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:317]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl.h:423]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:211]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:155]
UE4Editor_GraphEditor!SGraphEditorImpl::OnKeyDown() [sgrapheditorimpl.cpp:66]
UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() [slateapplication.cpp:4517]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:215]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [slateapplication.cpp:197]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4515]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4430]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1419]
UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:1930]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:747]
UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:669]
user32!<Unknown>
user32!<Unknown>
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:905]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2788]
UE4Editor!GuardedMain() [launch.cpp:156]
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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Cannot Reproduce
ComponentGameplay - Blueprint
Affects Versions4.134.144.15
Target Fix4.15
CreatedJan 24, 2017
ResolvedJan 27, 2017
UpdatedApr 27, 2018