Description

This is a common crash that has occurred since at least the 4.10 release, although there seems to be a gap where it may not have occurred through the 4.12-4.14 releases, but returned with 4.15.

User Descriptions

  • Was force deleting assets
  • I was trying to delete a level sequence because it was acting weird and I was planning to redo it but then it crashed.

Source Context

  424       		const float TimeSnapInterval = GetFixedFrameInterval();
  425       
  426       		if (SequencerSnapValues::IsTimeSnapIntervalFrameRate(TimeSnapInterval) && bIsFixedFrameIntervalPlayback)
  427       		{
  428       			GEngine->SetMaxFPS(1.f / TimeSnapInterval);
  429       		}
  430       		else
  431       		{
  432       			GEngine->SetMaxFPS(OldMaxTickRate);
  433       		}
  434       	}
  435       
  436 ***** 	if (GetSelectionRange().IsEmpty() && GetLoopMode() == SLM_LoopSelectionRange)
  437       	{
  438       		Settings->SetLoopMode(SLM_Loop);
  439       	}
Steps to Reproduce

repro steps currently unknown. Potentially related to deleting assets.

Callstack
Access violation - code c0000005 (first/second chance not available)

UE4Editor_Sequencer!FSequencer::Tick() [sequencer.cpp:439]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [tickableeditorobject.h:21]
UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1424]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:402]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3215]
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!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Fixed
ComponentSequencer
Affects Versions4.104.114.154.164.17
Target Fix4.18
Fix Commit3627702
Main Commit3631147
Release Commit3643070
CreatedAug 21, 2017
ResolvedSep 6, 2017
UpdatedApr 27, 2018