Description

There is a compound issue with using the post process volume. Editing the value by using the mouse or dragging on the color wheel does not trigger this issue. Using the keyboard to edit this value causes the editor to no longer allow the user to play in editor (Screenshot_01). Then closing the editor without saving causes the engine to crash.

Regression:
This issue does not occur in 4.15.3 bianry build of the engine (This is because the new color picker tools were introduced in 4.16)

Steps to Reproduce
  1. Create a new project (No template or starter content needed)
  2. Add a post process volume to the level
  3. In the details panel for the post process volume under color grading > Global
  4. Check the box labeled contrast and expand the setting for it
  5. Change the value of Red to 5 using the keyboard to type in the value
  6. PIE (Warning should appear)
  7. Close the editor but do not save the project

Result: The Editor will not allow the user to PIE and will crash when the editor is closed
Expected Result: The Editor would allow the user to PIE and will not crash when the editor is closed

Callstack
Assertion failed: !PinRef->bWasTrashed [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1502] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!UEdGraphPin::SerializePin() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1503]
UE4Editor_Engine!UEdGraphPin::SerializePinArray() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1453]
UE4Editor_Engine!UEdGraphNode::Serialize() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:429]
UE4Editor_BlueprintGraph!UK2Node::Serialize() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:78]
UE4Editor_BlueprintGraph!UK2Node_CallFunction::Serialize() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:1878]
UE4Editor_UnrealEd!FTransaction::FObjectRecord::SerializeContents() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editortransaction.cpp:146]
UE4Editor_UnrealEd!FTransaction::FObjectRecord::FObjectRecord() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editortransaction.cpp:80]
UE4Editor_UnrealEd!FTransaction::SaveObject() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editortransaction.cpp:385]
UE4Editor_CoreUObject!SaveToTransactionBuffer() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2116]
UE4Editor_CoreUObject!UObject::Modify() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:1068]
UE4Editor_Engine!UEdGraphPin::BreakLinkTo() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:323]
UE4Editor_Engine!UEdGraphPin::BreakAllPinLinks() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:349]
UE4Editor_Engine!UEdGraphPin::DestroyImpl() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1259]
UE4Editor_Engine!UEdGraphNode::BeginDestroy() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:536]
UE4Editor_CoreUObject!UObject::ConditionalBeginDestroy() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:878]
UE4Editor_CoreUObject!StaticExit() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:4134]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor!TBaseMulticastDelegate<void>::Broadcast() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
UE4Editor!FEngineLoop::AppPreExit() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3761]
UE4Editor!FEngineLoop::Exit() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2721]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:177]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.16+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:264]
kernel32
ntdll

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

6
Login to Vote

Fixed
ComponentTools
Affects Versions4.16
Target Fix4.17
Fix Commit3467192
Main Commit3499771
CreatedMay 30, 2017
ResolvedMay 31, 2017
UpdatedApr 27, 2018