Crash when pressing Ctrl-Z after creating a blueprint function
*This is a regression:
Working in 4.14.3-3249277
Not working in 4.15.0-3299760*
Crash Reporter:
Error message:
Access violation - code c0000005 (first/second chance not available)
Source Context:
22 23 ///////////////////////////////////////////////////// 24 // FLocalKismetCallbacks 25 26 struct FLocalKismetCallbacks 27 { 28 static FText GetObjectName(UObject* Object) 29 { 30 return (Object != NULL) ? FText::FromString( Object->GetName() ) : LOCTEXT("UnknownObjectName", "UNKNOWN"); 31 } 32 33 static FText GetGraphDisplayName(UEdGraph* Graph) 34 { 35 FGraphDisplayInfo Info; 36 ***** Graph->GetSchema()->GetGraphDisplayInformation(*Graph, /*out*/ Info); 37 38 return Info.DisplayName; 39 } 40 41 static void RecompileGraphEditor_OnClicked() 42 { 43 FAssetEditorManager::Get().CloseAllAssetEditors(); 44 GEngine->DeferredCommands.Add( TEXT( "Module Recompile GraphEditor" ) ); 45 } 46 47 static void RecompileKismetCompiler_OnClicked() 48 { 49 GEngine->DeferredCommands.Add( TEXT( "Module Recompile KismetCompiler" ) ); 50 } 51
Most recent user affected CL: 3299760
Logs:
[Link Removed]
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Issue call stack shares some similarities with na
CrashReporter User Descriptions:
1. Open a blank project
2. Create an actor class BP & open it
3. Create a function
4. Press the Enter-key to accept the name
5. Press Ctrl-Z
Results: The engine will immediately crash
Expected: To undo the creation of the function (this is the behavior in 4.14.3)
UE4Editor_Kismet!FLocalKismetCallbacks::GetGraphDisplayName() [blueprinteditortabfactories.h:37] UE4Editor_Kismet!TTupleImpl<TIntegerSequence<unsigned int,0>,UEdGraph * __ptr64>::ApplyAfter<FText() [tuple.h:102] UE4Editor_Kismet!TBaseStaticDelegateInstance<FText __cdecl() [delegateinstancesimpl.h:958] UE4Editor_Slate!TBaseDelegate<FText>::Execute() [delegatesignatureimpl.inl:537] UE4Editor_Slate!TAttribute<FText>::Get() [attribute.h:137] UE4Editor_Slate!SDockTab::GetTabLabel() [sdocktab.cpp:683] UE4Editor_UnrealEd!FUnrealEdMisc::OnUserActivityTabChanged() [unrealedmisc.cpp:1091] UE4Editor_UnrealEd!FUnrealEdMisc::OnActiveTabChanged() [unrealedmisc.cpp:1079] UE4Editor_UnrealEd!TBaseRawMethodDelegateInstance<0,FUnrealEdMisc,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:556] UE4Editor_UnrealEd!TBaseRawMethodDelegateInstance<0,FUnrealEdMisc,void __cdecl() [delegateinstancesimpl.h:646] UE4Editor_Slate!TBaseMulticastDelegate<void,TSharedPtr<SDockTab,0>,TSharedPtr<SDockTab,0> >::Broadcast() [delegatesignatureimpl.inl:937] UE4Editor_Slate!FGlobalTabmanager::SetActiveTab() [tabmanager.cpp:1838] UE4Editor_Slate!SDockingTabWell::RefreshParentContent() [sdockingtabwell.cpp:586] UE4Editor_Slate!SDockingTabWell::BringTabToFront() [sdockingtabwell.cpp:482] UE4Editor_Slate!SDockingTabWell::RemoveAndDestroyTab() [sdockingtabwell.cpp:539] UE4Editor_Slate!SDockTab::RemoveTabFromParent() [sdocktab.cpp:330] UE4Editor_Slate!SDockTab::RequestCloseTab() [sdocktab.cpp:761] UE4Editor_Kismet!FTabInfo::JumpToNearestValidHistoryData() [workflowtabmanager.cpp:130] UE4Editor_Kismet!FDocumentTracker::CleanInvalidTabs() [workflowtabmanager.cpp:646] UE4Editor_Kismet!FBlueprintEditor::RefreshEditors() [blueprinteditor.cpp:721] UE4Editor_Kismet!FBlueprintEditor::OnBlueprintChangedImpl() [blueprinteditor.cpp:3194] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_Engine!TBaseMulticastDelegate<void,UBlueprint * __ptr64>::Broadcast() [delegatesignatureimpl.inl:937] UE4Editor_UnrealEd!FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() [blueprinteditorutils.cpp:2134] UE4Editor_Kismet!FixSubObjectReferencesPostUndoRedo() [blueprinteditormodule.cpp:164] UE4Editor_UnrealEd!UEditorEngine::BroadcastPostUndo() [editorserver.cpp:5220] UE4Editor_UnrealEd!UEditorEngine::HandleTransactorUndo() [editorserver.cpp:1220] UE4Editor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UEditorEngine,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:766] UE4Editor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UEditorEngine,void __cdecl() [delegateinstancesimpl.h:856] UE4Editor_UnrealEd!TBaseMulticastDelegate<void,FUndoSessionContext,bool>::Broadcast() [delegatesignatureimpl.inl:937] UE4Editor_UnrealEd!UTransBuffer::Undo() [editortransaction.cpp:866] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl.h:433] UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216] UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160] UE4Editor_UnrealEd!FBaseToolkit::ProcessCommandBindings() [basetoolkit.cpp:74] UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::OnKeyDown() [sstandaloneasseteditortoolkithost.cpp:338] UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() [slateapplication.cpp:4681] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:238] UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [slateapplication.cpp:220] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4679] UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4592] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1533] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2120] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:714] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:980] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2977] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:264] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
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0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.15, 4.16 |
Target Fix | 4.15.1 |
Fix Commit | 3330105 |
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Created | Feb 20, 2017 |
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Resolved | Mar 2, 2017 |
Updated | Apr 27, 2018 |