This is a top crash occurring in the 4.16 release. Despite the callstack occurring in Sequencer, many users are experiencing this crash while working in UMG.
User Descriptions
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_Sequencer!FSequencerEdMode::CleanUpMeshTrails() [sequenceredmode.cpp:186] UE4Editor_Sequencer!FSequencer::OnSelectedOutlinerNodesChanged() [sequencer.cpp:3886] UE4Editor_Sequencer!TBaseRawMethodDelegateInstance<0,FSequencer,void __cdecl() [delegateinstancesimpl.h:648] UE4Editor_Sequencer!TBaseMulticastDelegate<void>::Broadcast() [delegatesignatureimpl.inl:937] UE4Editor_Sequencer!FSequencer::Tick() [sequencer.cpp:362] UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [tickableeditorobject.h:21] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1400] 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()
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I am not able to find world outliner how to enable it?
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Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
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What method is used to fill polygonal regions when drawing spline mesh at run time?
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45498 in the post.
1 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.16 |
Target Fix | 4.16.1 |
Fix Commit | 3464973 |
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Created | May 30, 2017 |
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Resolved | May 30, 2017 |
Updated | Apr 27, 2018 |