This is an infrequent but longstanding crash that has occurred since at least 4.13 and affected more than 350 users.
User Descriptions
Source Context
49 if ( GetChildrenCount() > 0 ) 50 { 51 Cast<UButtonSlot>(GetContentSlot())->BuildSlot(MyButton.ToSharedRef()); 52 } 53 54 return MyButton.ToSharedRef(); 55 } 56 57 void UButton::SynchronizeProperties() 58 { 59 Super::SynchronizeProperties(); 60 61 ***** MyButton->SetColorAndOpacity( ColorAndOpacity ); 62 MyButton->SetBorderBackgroundColor( BackgroundColor ); 63 }
repro steps currently unknown, but clearly related to Undo in UMG
Assertion failed: IsValid() [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 837] UE4Editor_UMG!UButton::SynchronizeProperties() [button.cpp:62] UE4Editor_UMG!UWidget::PostEditChangeProperty() [widget.cpp:800] UE4Editor_CoreUObject!UObject::PostEditUndo() [obj.cpp:515] UE4Editor_UnrealEd!FTransaction::Apply() [editortransaction.cpp:499] UE4Editor_UnrealEd!UTransBuffer::Undo() [editortransaction.cpp:864] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl.h:433] 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:338] UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() [slateapplication.cpp:4681] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:238] UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [slateapplication.cpp:220] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4679] UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4592] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1533] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2120] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:714] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:980] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2977] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:264] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
An error occurred while trying to generate project files !?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-49451 in the post.
0 |
Created | Sep 7, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |
4910 - projectgheist |