Using Straighten Connections shortcut can cause the editor to crash after removing node pins. This appears to be due to GetGraphPinForMenu returning the last pin selected (in this case, the removed one).
Workaround:
Opening the right click window clears out the "last pin selected" status.
Suggested Fix:
Licensee mentioned clearing SGraphEditorImpl::GraphPinForMenu after pin context menus are closed prevents crash from occurring.
Repro Rate:
7/10
Result:
Editor will crash when the shortcut key is used
Expected:
Connected/selected nodes have their wires straightened with no crash
Assertion failed: OwningNode [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphPin.h] [Line: 403] KERNELBASE.dll UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:103] UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:68] UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332] UE4Editor-GraphEditor.dll!SGraphPanel::StraightenConnections() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\grapheditor\private\sgraphpanel.cpp:1280] UE4Editor-Kismet.dll!SGraphEditor::StraightenConnections() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\public\grapheditor.h:360] UE4Editor-Kismet.dll!FBlueprintEditor::OnStraightenConnections() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:5259] UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:318] UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424] UE4Editor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:211] UE4Editor-Slate.dll!FUICommandList::ProcessCommandBindings() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:155] UE4Editor-GraphEditor.dll!SGraphEditorImpl::OnKeyDown() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\grapheditor\private\sgrapheditorimpl.cpp:66] UE4Editor-Slate.dll!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator()() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4626] UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215] UE4Editor-Slate.dll!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:197] UE4Editor-Slate.dll!FSlateApplication::ProcessKeyDownEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4624] UE4Editor-Slate.dll!FSlateApplication::OnKeyDown() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4539] UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1487] UE4Editor-Core.dll!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2071] UE4Editor-Core.dll!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:814] UE4Editor-Core.dll!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:678] USER32.dll USER32.dll UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:951] UE4Editor.exe!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2811] UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152] UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32.dll ntdll.dll ntdll.dll
UE-81742 DXGI_ERROR_INVALID_CALL
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-41789 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.14.3, 4.15 |
Target Fix | 4.16 |
Fix Commit | 3308097 |
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Main Commit | 3358685 |
Created | Feb 8, 2017 |
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Resolved | Feb 16, 2017 |
Updated | Jul 26, 2018 |
3236 - projectgheist |