This is an early trending crash coming out of the 4.16 Preview. Users have not provided any additional information about this crash.
This was also experienced internally by Alex.P [Link Removed]
Last Editor Activity:
Layout="Sequencer" Label="Sequencer" Content=SNullWidgetContent
Source Context:
1076 #if WITH_EDITOR 1077 FCoreUObjectDelegates::BroadcastOnObjectModified(this); 1078 #endif 1079 } 1080 1081 return bSavedToTransactionBuffer; 1082 } 1083 1084 bool UObject::IsSelected() const 1085 { 1086 ***** return !IsPendingKill() && GSelectedAnnotation.Get(this); 1087 }
Expected Result: Smooth snapping and transforming with no errors
Outcome: Crash
Access violation - code c0000005 (first/second chance not available) UE4Editor_CoreUObject!UObject::IsSelected() [obj.cpp:1087] UE4Editor_ViewportInteraction!UViewportWorldInteraction::FindTransformGizmoAlignPoint() [viewportworldinteraction.cpp:3382] UE4Editor_ViewportInteraction!UViewportWorldInteraction::SnapLocation() [viewportworldinteraction.cpp:3615] UE4Editor_ViewportInteraction!UViewportWorldInteraction::UpdateDragging() [viewportworldinteraction.cpp:1946] UE4Editor_ViewportInteraction!UViewportWorldInteraction::InteractionTick() [viewportworldinteraction.cpp:1166] UE4Editor_ViewportInteraction!UViewportWorldInteraction::Tick() [viewportworldinteraction.cpp:459] UE4Editor_UnrealEd!UEditorWorldExtensionCollection::Tick() [editorworldextension.cpp:290] UE4Editor_UnrealEd!UEditorWorldExtensionManager::Tick() [editorworldextension.cpp:495] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1717] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:386] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3119] 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?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How can i modify the param name in EQS node
Hey, why do i get this when i snap two similar meshes together?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Bullet replication problem. The players sees each other but does not see the bullet
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44450 in the post.
1 |
Component | UE - Editor - Workflow Systems |
---|---|
Affects Versions | 4.16 |
Target Fix | 4.16 |
Created | Apr 27, 2017 |
---|---|
Resolved | Apr 28, 2017 |
Updated | Jan 20, 2024 |