This is a common crash occurring in 4.17 and back to at least 4.15.
User Descriptions
Source Context
1734 check(ResolveType == EPinResolveType::LinkedTo); 1735 1736 check(ExistingPin && *ExistingPin); // the transaction buffer is corrupt 1737 FGuid RequestingPinId = RequestingPin->PinId; 1738 UEdGraphPin** LinkedTo = (*ExistingPin)->LinkedTo.FindByPredicate([&RequestingPinId](const UEdGraphPin* Pin) { return Pin && Pin->PinId == RequestingPinId; }); 1739 if (LinkedTo) 1740 { 1741 // case 1: 1742 // The second condition here is to avoid asserting when PinIds are reused. 1743 // This occur frequently due to current copy paste implementation, which does 1744 // not generate/fixup PinIds at any point: 1745 check(*LinkedTo == RequestingPin || (*ExistingPin)->LinkedTo.FindByPredicate([RequestingPin](const UEdGraphPin* Pin) { return Pin == RequestingPin; })); 1746 ***** PinRef = *ExistingPin; 1747 } 1748 else 1749 { 1750 // case 2: 1751 TArray<FUnresolvedPinData>& UnresolvedPinData = PinHelpers::UnresolvedPins.FindOrAdd(FPinResolveId(PinGuid, LocalOwningNode)); 1752 UnresolvedPinData.Add(FUnresolvedPinData(RequestingPin, ResolveType, ArrayIdx, true)); 1753 bRetVal = false; 1754 } 1755 }
repro steps currently unknown
Assertion failed: *LinkedTo == RequestingPin || (*ExistingPin)->LinkedTo.FindByPredicate([RequestingPin](const UEdGraphPin* Pin) { return Pin == RequestingPin; }) [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1746] UE4Editor_Engine!UEdGraphPin::SerializePin() [edgraphpin.cpp:1747] UE4Editor_Engine!UEdGraphPin::SerializePinArray() [edgraphpin.cpp:1624] UE4Editor_Engine!UEdGraphPin::Serialize() [edgraphpin.cpp:1454] UE4Editor_Engine!UEdGraphPin::SerializePin() [edgraphpin.cpp:1785] UE4Editor_Engine!UEdGraphPin::SerializePinArray() [edgraphpin.cpp:1624] UE4Editor_Engine!UEdGraphNode::Serialize() [edgraphnode.cpp:432] UE4Editor_BlueprintGraph!UK2Node::Serialize() [k2node.cpp:114] UE4Editor_UnrealEd!FTransaction::FObjectRecord::SerializeContents() [editortransaction.cpp:150] UE4Editor_UnrealEd!FTransaction::FObjectRecord::Load() [editortransaction.cpp:194] UE4Editor_UnrealEd!FTransaction::Apply() [editortransaction.cpp:460] UE4Editor_UnrealEd!UTransBuffer::Undo() [editortransaction.cpp:874] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216] UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160] UE4Editor_UnrealEd!FBaseToolkit::ProcessCommandBindings() [basetoolkit.cpp:74] UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::OnKeyDown() [sstandaloneasseteditortoolkithost.cpp:324] UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() [slateapplication.cpp:4771] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:232] UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [slateapplication.cpp:214] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4769] UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4681] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1553] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2161] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:881] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:721] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:1009] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3151] 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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0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.15, 4.16, 4.17 |
Target Fix | 4.18 |
Created | Aug 29, 2017 |
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Resolved | Sep 27, 2017 |
Updated | Oct 30, 2017 |