Calling SGridPanel::SetRowFill on an actor's BeginPlay causes the editor to crash with the callstack provided
The reporter mentioned SetRowFill uses if() statement where SetColumnFill uses while() statement - changing SetRowFill to SetColumnFill in repro steps does not cause a crash
Regression:
No - same behavior occurs in 4.16.3 (CL 3561208)
TSharedPtr<SGridPanel> GridPanel; SAssignNew(GridPanel, SGridPanel); GridPanel->SetRowFill(19, 10.0f);
Result:
Editor crashes when callstack
Expected:
Code is executed and PIE runs as expected
LoginId:7d9b4a73450f62fbf87909b7a18f60d7 EpicAccountId:c807849e05a0413d99e379f2802cae9c Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 633] Array index out of bounds: 19 from an array of size 1 UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_Slate!SGridPanel::SetRowFill() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\widgets\layout\sgridpanel.cpp:277] UE4Editor_MyProject2_6209!AMyActor::BeginPlay() [c:\users\doug.wilson\documents\unreal projects\myproject2\source\myproject2\myactor.cpp:20] 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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1 |
Created | Aug 22, 2017 |
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Resolved | Aug 28, 2017 |
Updated | Apr 27, 2018 |
3932 - projectgheist |