Description

Editor crashes when clicking in to a padding field after wrapping a widget and then trying to undo the change.

Steps to Reproduce
  1. Open the editor
  2. Create a new widget blueprint
  3. Add a button to the designer tab
  4. Right click -> wrap with background blur
  5. Click in the padding field in the details panel
  6. Press Ctrl+Z
  7. Notice that the editor crashes

Expected: The Wrapping would be undone
Result: The editor crashes

Callstack
UE4Editor_DetailCustomizations!FMarginStructCustomization::OnMarginTextCommitted() margincustomization.cpp:212 
UE4Editor_DetailCustomizations!TBaseSPMethodDelegateInstance<0,FMarginStructCustomization,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:327 
UE4Editor_DetailCustomizations!TBaseSPMethodDelegateInstance<0,FMarginStructCustomization,0,void __cdecl() delegateinstancesimpl.h:434 
UE4Editor_Slate!TBaseDelegate<void,FText const & __ptr64,enum ETextCommit::Type>::ExecuteIfBound() delegatesignatureimpl.inl:624 
UE4Editor_Slate!FSlateEditableTextLayout::HandleFocusLost() slateeditabletextlayout.cpp:693 
UE4Editor_Slate!FSlateApplication::SetUserFocus() slateapplication.cpp:2815 
UE4Editor_Slate!FSlateApplication::SetUserFocus() slateapplication.cpp:2707 
UE4Editor_Slate!FSlateApplication::ClearKeyboardFocus() slateapplication.cpp:2585 
UE4Editor_UMGEditor!SWidgetDetailsView::ClearFocusIfOwned() swidgetdetailsview.cpp:291 
UE4Editor_UMGEditor!SWidgetDetailsView::OnEditorSelectionChanging() swidgetdetailsview.cpp:211 
UE4Editor_UMGEditor!TBaseRawMethodDelegateInstance<0,SWidgetDetailsView,void __cdecl() delegateinstancesimpl.h:648 
UE4Editor_UMGEditor!TBaseMulticastDelegate<void>::Broadcast() delegatesignatureimpl.inl:937 
UE4Editor_UMGEditor!FWidgetBlueprintEditor::RefreshPreview() widgetblueprinteditor.cpp:720 
UE4Editor_UMGEditor!FWidgetBlueprintEditor::OnBlueprintChangedImpl() widgetblueprinteditor.cpp:304 
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!<Unknown> 
user32!<Unknown> 
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!<Unknown> 
ntdll!<Unknown> 

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

1
Login to Vote

Fixed
ComponentUE - Editor - UI Systems
Affects Versions4.15
Target Fix4.16
Fix Commit3320105
Main Commit3341914
CreatedFeb 22, 2017
ResolvedFeb 23, 2017
UpdatedApr 27, 2018