I think this issue is mostly caused by users accidentally pasting a lot of text from (for example)a blueprint node while renaming a component. All you have to do is have a BP node in your clipboard and paste that into the name field of a component and you will get a crash. This can be triggered by any text as long as the amount of characters exceed 1024. Copying a blueprint node is just an easy way to do this.
USER PROVIDED INFO
RESULT
Engine crashes immediately.
EXPECTED
A large amount of text gets pasted into the name field. Or it gracefully rejects the name.
UE4Editor_Core!FName::InitInternal<char>() [unrealnames.cpp:606] UE4Editor_Core!FName::InitInternal_HashSplit<char>() [unrealnames.cpp:598] UE4Editor_Core!FName::Init() [unrealnames.cpp:551] UE4Editor_Core!FName::FName() [unrealnames.cpp:432] UE4Editor_UnrealEd!FComponentEditorUtils::IsComponentNameAvailable() [componenteditorutils.cpp:210] UE4Editor_Kismet!SSCS_RowWidget::OnNameTextVerifyChanged() [sscseditor.cpp:2947] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SSCS_RowWidget,0,bool __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Slate!SInlineEditableTextBlock::OnTextChanged() [sinlineeditabletextblock.cpp:243] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_Slate!FSlateEditableTextLayout::EndEditTransaction() [slateeditabletextlayout.cpp:2800] UE4Editor_Slate!FSlateEditableTextLayout::PasteTextFromClipboard() [slateeditabletextlayout.cpp:1701] UE4Editor_Slate!TBaseRawMethodDelegateInstance<0,FSlateEditableTextLayout,void __cdecl() [delegateinstancesimpl.h:648] UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216] UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160] UE4Editor_Slate!FSlateEditableTextLayout::HandleKeyDown() [slateeditabletextlayout.cpp:932] UE4Editor_Slate!SEditableText::OnKeyDown() [seditabletext.cpp:185] 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()
I am not able to find world outliner how to enable it?
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43005 in the post.
1 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.13, 4.14, 4.15 |
Target Fix | 4.16 |
Fix Commit | 3377981 |
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Main Commit | 3380073 |
Created | Mar 16, 2017 |
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Resolved | Apr 4, 2017 |
Updated | Apr 27, 2018 |
3416 - projectgheist |