This is a frequent and longstanding Ensure that has occurred for more than 500 users since at least the 4.13 release.

Additionally, there do seem to be a few crashes with this callstack mixed among the ensures.

Source Context

 352       void UEdGraphPin::BreakLinkTo(UEdGraphPin* ToPin)
  353       {
  354       	Modify();
  356       	if (ToPin)
  357       	{
  358       		ToPin->Modify();
  360       		// If we do indeed link to the passed in pin...
  361       		if (LinkedTo.Contains(ToPin))
  362       		{
  363       			// Check that the other pin links to us
  364 ***** 			ensureAlwaysMsgf(ToPin->LinkedTo.Contains(this), *GetLinkInfoString(LOCTEXT("BreakLinkTo", "BreakLinkTo").ToString(), LOCTEXT("NotLinked", "not reciprocally linked with pin").ToString(), ToPin));
  365       			ToPin->LinkedTo.Remove(this);
  366       			LinkedTo.Remove(ToPin);
  367       		}
  368       		else
  369       		{
  370       			// Check that the other pin does not link to us
  371       			ensureAlwaysMsgf(!ToPin->LinkedTo.Contains(this), *GetLinkInfoString(LOCTEXT("MakeLinkTo", "MakeLinkTo").ToString(), LOCTEXT("IsLinked", "is linked with pin").ToString(), ToPin));
  372       		}
  373       	}
  374       }
Steps to Reproduce

repro steps currently unknown

Ensure condition failed: ToPin->LinkedTo.Contains(this) 
[File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 365] 
UEdGraphPin::BreakLinkTo Pin 'Entry' on node 'Locomotion' not reciprocally linked with pin 'In' on node 'None'

UE4Editor_Engine!UEdGraphPin::BreakLinkTo() [edgraphpin.cpp:365]
UE4Editor_Engine!UEdGraphPin::BreakAllPinLinks() [edgraphpin.cpp:385]
UE4Editor_Engine!UEdGraphPin::DestroyImpl() [edgraphpin.cpp:1392]
UE4Editor_Engine!UEdGraphNode::BeginDestroy() [edgraphnode.cpp:539]
UE4Editor_CoreUObject!UObject::ConditionalBeginDestroy() [obj.cpp:878]
UE4Editor_CoreUObject!CollectGarbageInternal() [garbagecollection.cpp:1446]
UE4Editor_CoreUObject!CollectGarbage() [garbagecollection.cpp:1533]
UE4Editor_UnrealEd!FEditorFileUtils::AutosaveMapEx() [filehelpers.cpp:2341]
UE4Editor_UnrealEd!FPackageAutoSaver::AttemptAutoSave() [packageautosaver.cpp:195]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:430]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3215]
UE4Editor!GuardedMain() [launch.cpp:166]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134]
UE4Editor!WinMain() [launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:253]

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Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.
CreatedOct 2, 2017
ResolvedAug 18, 2021
UpdatedAug 18, 2021
View Jira Issue