Attempting to call a blueprint event on a CDO object causes the editor to crash.
Regression:
Yes- Repro steps did not crash editor in binary 4.15.3 (CL 3450819)
UCLASS(Blueprintable) class UMyBlueprintObject : public UObject { GENERATED_BODY() public: UMyBlueprintObject() {}; UFUNCTION(BlueprintImplementableEvent, Category = "Foo") void Bar(UObject* SomeObject) const; };
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, Category = "Foobar")
TSubclassOf<UMyBlueprintObject> DerivedBlueprintObject;
void A[ProjectName]Character::BeginPlay() { Super::BeginPlay(); if (*DerivedBlueprintObject) { DerivedBlueprintObject->GetDefaultObject<UMyBlueprintObject>()->Bar(this); } }
ContentBrowserTab1.SelectedPaths=/Game/ThirdPersonCPP[DefaultEventNodes]+Node=(TargetClass=MyBlueprintObject TargetEvent="Bar")
Result:
Editor crashes with provided callstack
Expected:
PIE session runs and print string message appears on screen
LoginId:7156c35640f86204e61b8383f45dee17 EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c Assertion failed: ContainerPtr [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject/UnrealType.h] [Line: 324] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_CoreUObject!UObject::execLetValueOnPersistentFrame() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1788] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:943] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4461] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1313] UE4Editor_CDOCrash_5003!UMyBlueprintObject::Bar() UE4Editor_Engine!AActor::DispatchBeginPlay() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\actor.cpp:3104] UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:187] UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\gamestatebase.cpp:177] UE4Editor_Engine!UWorld::BeginPlay() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\world.cpp:3443] UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:338] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3427] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2515] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1217] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1525] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:386] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3119] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:166] 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:253] kernel32 ntdll
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10 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.16.1 |
Target Fix | 4.16.3, 4.17 |
Created | Jun 27, 2017 |
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Resolved | Jul 7, 2017 |
Updated | Apr 27, 2018 |