Description

Crash occurs if the user splits an Output Parameter on a function, then links one of the pins, and then removes the parameter entirely.

I could not reproduce this in Main.

Steps to Reproduce
  1. Open QAGame in editor.
  2. Create a new blueprint and open it.
  3. Create a new function.
  4. Add an Output Parameter and set it to Slate Color.
  5. Right-click the Slate Color pin and select Split Struct Pin.
  6. Right-click the Specified Color pin and select Promote to Variable.
  7. Remove the Parameter.

RESULT

Crash.

Callstack
Assertion failed: Pair != nullptr [File:D:\Framework\Engine\Source\Runtime\Core\Public\Containers/Map.h] [Line: 456]

UE4Editor_BlueprintGraph!UK2Node::RewireOldPinsToNewPins() k2node.cpp:934 
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() k2node.cpp:581 
UE4Editor_Kismet!FBlueprintGraphArgumentLayout::OnRemoveClicked() blueprintdetailscustomization.cpp:2802 
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintGraphArgumentLayout,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:327 
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintGraphArgumentLayout,0,void __cdecl() delegateinstancesimpl.h:434 
UE4Editor_PropertyEditor!PropertyCustomizationHelpers::SPropertyEditorButton::OnClick() propertycustomizationhelpers.cpp:80 
UE4Editor_PropertyEditor!TMemberFunctionCaller<PropertyCustomizationHelpers::SPropertyEditorButton,FReply() delegateinstanceinterface.h:165 
UE4Editor_PropertyEditor!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<PropertyCustomizationHelpers::SP tuple.h:497 
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,PropertyCustomizationHelpers::SPropertyEditorButton,0,FReply __cdecl() delegateinstancesimpl.h:327 
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() delegatesignatureimpl.inl:537 
UE4Editor_Slate!SButton::OnMouseButtonUp() sbutton.cpp:283 
UE4Editor_Slate!<lambda_1002768c627006711ef2f351a87ec0e7>::operator() slateapplication.cpp:5197 
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() slateapplication.cpp:239 
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() slateapplication.cpp:5186 
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:5688 
UE4Editor_Slate!FSlateApplication::OnMouseUp() slateapplication.cpp:5668 
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1699 
UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:2122 
UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:862 
UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:709 
user32!<Unknown> 
user32!<Unknown> 
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:1009 
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:3097 
UE4Editor!GuardedMain() launch.cpp:166 
UE4Editor!GuardedMainWrapper() launchwindows.cpp:134 
UE4Editor!WinMain() launchwindows.cpp:210 
UE4Editor!__scrt_common_main_seh() exe_common.inl:253 
kernel32!<Unknown> 
ntdll!<Unknown> 

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Fixed
ComponentUE - Gameplay - Blueprint Editor
Affects Versions4.17
Target Fix4.17
Fix Commit3488337
Main Commit3510073
CreatedJun 13, 2017
ResolvedJun 13, 2017
UpdatedApr 27, 2018