Getting a crash when trying to access a non-empty TSet or TMap local variable in a blueprint function. This is only occurring with local variables. The issue also does not occur if the TSet or TMap is empty when trying to access it.
This does NOT occur in //UE4/Main CL-3332594
Result: Editor Crashes.
Access violation - code c0000005 (first/second chance not available) UE4Editor_Core!rml::internal::Block::findObjectSize() [d:\depot\ue4\engine\source\thirdparty\inteltbb\inteltbb-4.4u3\src\tbbmalloc\frontend.cpp:2107] UE4Editor_Core!FMallocTBB::Free() [d:\builds\samuel.proctor_framework\engine\source\runtime\core\private\hal\malloctbb.cpp:112] UE4Editor_Core!FMemory::Free() [d:\builds\samuel.proctor_framework\engine\source\runtime\core\public\hal\fmemory.inl:52] UE4Editor_Core!FString::operator=() [d:\builds\samuel.proctor_framework\engine\source\runtime\core\public\containers\unrealstring.h:1700] UE4Editor_CoreUObject!UObject::execStringConst() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2423] UE4Editor_CoreUObject!UObject::execSetMap() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2691] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:943] UE4Editor_CoreUObject!UObject::CallFunction() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2271] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:943] UE4Editor_CoreUObject!UObject::CallFunction() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2271] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:943] UE4Editor_CoreUObject!UFunction::Invoke() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\class.cpp:4486] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\builds\samuel.proctor_framework\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1313] UE4Editor_Engine!AActor::ProcessEvent() [d:\builds\samuel.proctor_framework\engine\source\runtime\engine\private\actor.cpp:685] UE4Editor_Engine!AActor::ReceiveBeginPlay() UE4Editor_Engine!AActor::BeginPlay() [d:\builds\samuel.proctor_framework\engine\source\runtime\engine\private\actor.cpp:3124] UE4Editor_Engine!AActor::DispatchBeginPlay() [d:\builds\samuel.proctor_framework\engine\source\runtime\engine\private\actor.cpp:3092] UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\builds\samuel.proctor_framework\engine\source\runtime\engine\private\worldsettings.cpp:183] UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [d:\builds\samuel.proctor_framework\engine\source\runtime\engine\private\gamestatebase.cpp:177] UE4Editor_Engine!UWorld::BeginPlay() [d:\builds\samuel.proctor_framework\engine\source\runtime\engine\private\world.cpp:3430] UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() [d:\builds\samuel.proctor_framework\engine\source\runtime\engine\private\gameinstance.cpp:338] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\builds\samuel.proctor_framework\engine\source\editor\unrealed\private\playlevel.cpp:3413] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\builds\samuel.proctor_framework\engine\source\editor\unrealed\private\playlevel.cpp:2508] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\builds\samuel.proctor_framework\engine\source\editor\unrealed\private\playlevel.cpp:1215] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\builds\samuel.proctor_framework\engine\source\editor\unrealed\private\editorengine.cpp:1521] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\builds\samuel.proctor_framework\engine\source\editor\unrealed\private\unrealedengine.cpp:391] UE4Editor!FEngineLoop::Tick() [d:\builds\samuel.proctor_framework\engine\source\runtime\launch\private\launchengineloop.cpp:3061] UE4Editor!GuardedMain() [d:\builds\samuel.proctor_framework\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\builds\samuel.proctor_framework\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\builds\samuel.proctor_framework\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] kernel32 ntdll
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42572 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.16 |
Target Fix | 4.16 |
Fix Commit | 3340369 |
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Main Commit | 3358685 |
Created | Mar 6, 2017 |
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Resolved | Mar 9, 2017 |
Updated | May 1, 2019 |