Description

Crash when naming a C++ project "LandScapeEditor"

We should prevent projects from being created that have the same name as existing modules and then show this as a nice warning.

 New crash logs attached (as tested in Main BInary CL 3811279).

Steps to Reproduce

New Repro steps (as tested in Main BInary CL 3811279):

  1. Open the editor
  2. Select the new project tab
  3. Select C++ tab
  4. Name the new project "LandScapeEditor"
  5. Click create project button
  6. When "The project could not be compiled. Would you like to open it in Visual Studio?" message appears, click "Open with Visual Studio" button
  7. Build the project in VS
  8. Open LandScapeEditor.uproject

 

Original Repro steps:

  1. Create a new C++ project
  2. Name it "LandscapeEditor"
  3. Wait for project to load 100%
  4. Notice that project crashes

Expected: The Name would not be allowed for an error would be given
Result: The editor crashes

Callstack

 New Callstack (as tested in Main BInary CL 3811279):

 

Access violation - code c0000005 (first/second chance not available)
UE4Editor_LandscapeEditor!FLandscapeEditorModule::StartupModule() [d:\build\++ue4+main+compile\sync\engine\source\editor\landscapeeditor\private\landscapeeditormodule.cpp:99]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\build\++ue4+main+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:505]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\build\++ue4+main+compile\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:484]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() [d:\build\++ue4+main+compile\sync\engine\source\runtime\projects\private\projectmanager.cpp:69]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\build\++ue4+main+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2588]
UE4Editor!FEngineLoop::PreInit() [d:\build\++ue4+main+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2005]
UE4Editor!GuardedMain() [d:\build\++ue4+main+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+main+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+main+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:253]
kernel32
ntdll

 

Original Callstack:

UE4Editor_LandscapeEditor!FLandscapeEditorModule::StartupModule() landscapeeditormodule.cpp:99 
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() modulemanager.cpp:489 
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() moduledescriptor.cpp:412 
UE4Editor_Projects!FProjectManager::LoadModulesForProject() projectmanager.cpp:60 
UE4Editor!FEngineLoop::LoadStartupModules() launchengineloop.cpp:2395 
UE4Editor!FEngineLoop::PreInit() launchengineloop.cpp:1832 
UE4Editor!GuardedMain() launch.cpp:127 
UE4Editor!GuardedMainWrapper() launchwindows.cpp:134 
UE4Editor!WinMain() launchwindows.cpp:210 
UE4Editor!__scrt_common_main_seh() exe_common.inl:264 
kernel32!<Unknown> 
ntdll!<Unknown> 

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Won't Fix
ComponentTools
Affects Versions4.15.14.19
CreatedApr 28, 2017
ResolvedJan 16, 2020
UpdatedMar 26, 2020