This is a trending crash after the 4.17.2 hotfix, but has occurred since 4.17.0. Users have not provided any description of their actions when the crash occurred.
The callstack shares similarities to two other Jiras
[Link Removed]
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Source Context
495 if (Object) 496 { 497 // 498 // here we want to make sure the the object value still matches the 499 // object type expected by the property... 500 501 UClass* ObjectClass = Object->GetClass(); 502 // we could be in the middle of replacing references to the 503 // PropertyClass itself (in the middle of an FArchiveReplaceObjectRef 504 // pass)... if this is the case, then we might have already replaced 505 // the object's class, but not the PropertyClass yet (or vise-versa)... 506 // so we use this to ensure, in that situation, that we don't clear the 507 // object value (if CLASS_NewerVersionExists is set, then we are likely 508 // in the middle of an FArchiveReplaceObjectRef pass) 509 ***** bool bIsReplacingClassRefs = PropertyClass && PropertyClass->HasAnyClassFlags(CLASS_NewerVersionExists) != ObjectClass->HasAnyClassFlags(CLASS_NewerVersionExists);
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_CoreUObject!UObjectPropertyBase::CheckValidObject() [propertybaseobject.cpp:510] UE4Editor_CoreUObject!UObjectProperty::SerializeItem() [propertyobject.cpp:94] UE4Editor_CoreUObject!FPropertyTag::SerializeTaggedProperty() [propertytag.cpp:188] UE4Editor_CoreUObject!UStruct::SerializeTaggedProperties() [class.cpp:1073] UE4Editor_Engine!FComponentPropertyReader::FComponentPropertyReader() [componentinstancedatacache.cpp:139] UE4Editor_Engine!FActorComponentInstanceData::ApplyToComponent() [componentinstancedatacache.cpp:274] UE4Editor_Engine!FSceneComponentInstanceData::ApplyToComponent() [scenecomponent.cpp:2117] UE4Editor_Engine!FChildActorComponentInstanceData::ApplyToComponent() [childactorcomponent.cpp:308] UE4Editor_Engine!FComponentInstanceDataCache::ApplyToActor() [componentinstancedatacache.cpp:379] UE4Editor_Engine!AActor::ExecuteConstruction() [actorconstruction.cpp:788] UE4Editor_Engine!AActor::RerunConstructionScripts() [actorconstruction.cpp:494] UE4Editor_UnrealEd!FActorReplacementHelper::Finalize() [kismetreinstanceutilities.cpp:1187] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [kismetreinstanceutilities.cpp:2040] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::BatchReplaceInstancesOfClass() [kismetreinstanceutilities.cpp:1474] UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushReinstancingQueueImpl() [blueprintcompilationmanager.cpp:963] UE4Editor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [blueprintcompilationmanager.cpp:196] UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [kismet2.cpp:750] UE4Editor_Kismet!FBlueprintEditor::Compile() [blueprinteditor.cpp:3291] 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::ExecuteAction() [uicommandlist.cpp:97] UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [stoolbarbuttonblock.cpp:305] UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply() [delegateinstanceinterface.h:165] UE4Editor_Slate!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply() [tuple.h:497] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [delegatesignatureimpl.inl:537] UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:282] UE4Editor_Slate!<lambda_1002768c627006711ef2f351a87ec0e7>::operator() [slateapplication.cpp:5199] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [slateapplication.cpp:232] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:5188] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5690] UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5670] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1718] 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()
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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
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-50483 in the post.
2 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.17, 4.17.2 |
Target Fix | 4.19 |
Created | Sep 28, 2017 |
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Resolved | Nov 1, 2017 |
Updated | Apr 27, 2018 |