When a custom event has an input whose type is a reference to an object (Actor-Reference, Player Controller - Reference, etc) and is set to pass-by-reference, passing a reference to the "self" blueprint into the custom event call causes the editor to crash.
Note:
This was discovered because dragging a node input to the custom event node will add an input that is set to pass-by-reference by default
Result:
Editor crashes immediately after starting PIE
Expected:
Self reference cannot be connected to a pin that is pass-by-reference
LoginId:7156c35640f86204e61b8383f45dee17 EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c Access violation - code c0000005 (first/second chance not available) UE4Editor_CoreUObject!UObject::execSelf() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2113] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:788] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2255] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2255] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1318] UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:678] UE4Editor_Engine!FInputActionHandlerDynamicSignature::Execute() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\classes\components\inputcomponent.h:108] UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\classes\components\inputcomponent.h:204] UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1243] UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:2376] UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:4051] UE4Editor_Engine!APlayerController::PlayerTick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:2039] UE4Editor_Engine!APlayerController::TickActor() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:4133] UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:125] UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:269] UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1798] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:538] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1450] UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:758] UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1373] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1630] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.14.3, 4.15 |
Target Fix | 4.16 |
Created | Feb 7, 2017 |
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Resolved | Mar 6, 2017 |
Updated | Apr 27, 2018 |