Description

Crash from 2D Ledge with Custom event this occurs when the character overlaps with a material that is referenced via a custom event

Steps to Reproduce
  1. Create a new project using the 2D SideScroller Project
  2. Go to Ledge 13 (Screenshot_01)
  3. Set the collision to OverlapAllDynamic
  4. Create a Blueprint Based off of Ledge 13 > Open the Blueprint
  5. Open the 2D Character Blueprint > Create a custom event on the event graph
  6. name the custom event 'Crash'
  7. Add an input to the 'Crash' Event > make its type the Ledge 13 Blueprint
  8. Check the box for pass-by reference
  9. Open the Ledge 13 Blueprint
  10. Go to its event graph
  11. Recreate the script in screenshot_02
  12. PIE and have the character land on the ledge

Result: Editor Crashes
Expected: Character should overlap with the Ledge

Callstack

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::ProcessContextOpcode() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2149]
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!AActor::ReceiveActorBeginOverlap()
UE4Editor_Engine!UPrimitiveComponent::BeginComponentOverlap() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2256]
UE4Editor_Engine!UPrimitiveComponent::UpdateOverlaps() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2621]
UE4Editor_Engine!USceneComponent::EndScopedMovementUpdate() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:743]
UE4Editor_Engine!FScopedMovementUpdate::~FScopedMovementUpdate() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:3142]
UE4Editor_Engine!UCharacterMovementComponent::PerformMovement() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:2053]
UE4Editor_Engine!UCharacterMovementComponent::TickComponent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:1118]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_00d9c935eb8c907965991feb76bc5b0f> >() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\classes\gameframework\actor.h:3055]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:763]
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

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Cannot Reproduce
ComponentUE - Gameplay - Blueprint
Affects Versions4.15
Target Fix4.16
CreatedFeb 21, 2017
ResolvedApr 4, 2017
UpdatedApr 27, 2018