Description

This is a somewhat common crash affecting users in 4.17. Users have not provided any descriptions of their actions when the crash occurred.

Source Context

 606       void UEdGraphPin::AddStructReferencedObjects(class FReferenceCollector& Collector)
  607       {
  608       	Collector.AddReferencedObject(PinType.PinSubCategoryMemberReference.MemberParent);
  609       	Collector.AddReferencedObject(DefaultObject);
  610       }
  611       
  612       void UEdGraphPin::SerializeAsOwningNode(FArchive& Ar, TArray<UEdGraphPin*>& ArrayRef)
  613       {
  614       	UEdGraphPin::SerializePinArray(Ar, ArrayRef, nullptr, EPinResolveType::OwningNode);
  615       }
  616       
  617       bool UEdGraphPin::Modify(bool bAlwaysMarkDirty)
  618 ***** {
  619       	UEdGraphNode* LocalOwningNode = GetOwningNodeUnchecked();
  620       	if (LocalOwningNode)
  621       	{
  622       		return LocalOwningNode->Modify(bAlwaysMarkDirty);
  623       	}
  624       
  625       	return false;
  626       }
Steps to Reproduce

Create two structs Inner and Outer
Add two members (A & B) of type Inner to Outer
Add two members (X & Y) of type Integer to Inner
In an Actor blueprint place two Make Outer nodes down
On one split the Output pins until you have 4 integer nodes
On the other split the Input pins until you have 4 integer nodes

Connect one output pin from the node with split Outputs to one of the Y input pins of the node with split Inputs
Set both X input pins to a value other than 0

Save all assets

Force Delete the Inner asset from the content browser
Right click and reload and then open the Actor blueprint

Delete one of the Make nodes.

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

UE4Editor_Engine!UEdGraphPin::Modify() [edgraphpin.cpp:619]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::RecombinePin() [edgraphschema_k2.cpp:6703]
UE4Editor_BlueprintGraph!<lambda_9482d069363a199b32ef6d42a013651c>::operator() [k2node.cpp:429]
UE4Editor_BlueprintGraph!UK2Node::PinConnectionListChanged() [k2node.cpp:432]
UE4Editor_Engine!UEdGraphSchema::BreakPinLinks() [edgraphschema.cpp:574]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::BreakPinLinks() [edgraphschema_k2.cpp:4392]
UE4Editor_Engine!UEdGraphSchema::BreakNodeLinks() [edgraphschema.cpp:531]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::BreakNodeLinks() [edgraphschema_k2.cpp:4378]
UE4Editor_UnrealEd!FBlueprintEditorUtils::RemoveNode() [blueprinteditorutils.cpp:2718]
UE4Editor_Kismet!FBlueprintEditor::DeleteSelectedNodes() [blueprinteditor.cpp:5516]
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_GraphEditor!SGraphEditorImpl::OnKeyDown() [sgrapheditorimpl.cpp:78]
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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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.17
Target Fix4.17.2
Fix Commit3644037
CreatedSep 7, 2017
ResolvedSep 14, 2017
UpdatedApr 27, 2018