Description

A crash is occurring if you collapse a node and name the collapsed graph something that contains an asterisk. The crash occurs if you copy and paste the collapsed graph, then attempt to rename it. It also occurred by simply right-clicking on the collapsed graph node.

Issue is similar to JIRA UE-41506

Steps to Reproduce
  1. Open the editor
  2. Create new actor blueprint
  3. Add Print String node (or any kind of node)
  4. Right-Click node -> Collapse Node
  5. Give the new collapsed node a name containing an *
  6. Copy collapsed node
  7. Paste collapsed node. It will be named "Invalid Graph"
  8. Try to rename the duplicate node in details panel

Result: Editor crashes.

Callstack
UE4Editor_BlueprintGraph!UK2Node_Composite::MakeNameValidator() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\blueprintgraph\private\k2node_composite.cpp:320]
UE4Editor_Kismet!FGraphNodeNameValidatorHelper::Validate() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\kismet\private\blueprintdetailscustomization.cpp:6004]
UE4Editor_Kismet!FBlueprintGraphNodeDetails::OnNameChanged() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\kismet\private\blueprintdetailscustomization.cpp:6019]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintGraphNodeDetails,0,TTypeWrapper<void> __cdecl(FText const & __ptr64)>::Execute() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintGraphNodeDetails,0,void __cdecl(FText const & __ptr64)>::ExecuteIfSafe() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434]
UE4Editor_Slate!FSlateEditableTextLayout::EndEditTransaction() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\widgets\text\slateeditabletextlayout.cpp:2812]
UE4Editor_Slate!FSlateEditableTextLayout::HandleKeyChar() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\widgets\text\slateeditabletextlayout.cpp:722]
UE4Editor_Slate!SEditableText::OnKeyChar() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\widgets\input\seditabletext.cpp:172]
UE4Editor_Slate!<lambda_1c1a6884130f88cc3a30cf556a098b76>::operator()() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4664]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FCharacterEvent,<lambda_1c1a6884130f88cc3a30cf556a098b76> >() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:232]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_1c1a6884130f88cc3a30cf556a098b76>,FCharacterEvent>() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::ProcessKeyCharEvent() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4661]
UE4Editor_Slate!FSlateApplication::OnKeyChar() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4637]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1473]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2161]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:881]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:721]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:1009]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3151]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.17+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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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.16.34.17.14.18
Target Fix4.18
Fix Commit3659639
Main Commit3661409
Release Commit3659639
CreatedSep 20, 2017
ResolvedSep 22, 2017
UpdatedApr 27, 2018