REGRESSION Uncertain, was not able to repro in 4.17 with these steps. But I also can't repro with another version of QAGame in Binary editor.
Crash occurs when the user closes a parent and child blueprint after renaming a variable in the parent blueprint.
RESULT
Crash
UE4Editor_Core!rml::internal::ExtMemoryPool::initTLS() UE4Editor_Core!FMallocTBB::Free() malloctbb.cpp:130 UE4Editor_Core!FMemory::Free() fmemory.inl:76 UE4Editor_Kismet!TSparseArray<TSetElement<TWeakObjectPtr<UObject,FWeakObjectPtr> >,TSparseArrayAllocator<FDefaultAllocator,FDefaultBitArrayAlloca sparsearray.h:79 UE4Editor_Kismet!FBlueprintActionMenuItem::~FBlueprintActionMenuItem() UE4Editor_Kismet!FBlueprintActionMenuItem::`scalar deleting destructor'() UE4Editor_Engine!TArray<TSharedPtr<FEdGraphSchemaAction,0>,FDefaultAllocator>::~TArray<TSharedPtr<FEdGraphSchemaAction,0>,FDefaultAllocator>() array.h:529 UE4Editor_GraphEditor!FGraphActionListBuilderBase::~FGraphActionListBuilderBase() edgraphschema.h:511 UE4Editor_GraphEditor!SGraphActionMenu::~SGraphActionMenu() UE4Editor_SlateCore!TIndirectArray<SOverlay::FOverlaySlot,FDefaultAllocator>::DestructAndFreeItems() indirectarray.h:444 UE4Editor_SlateCore!SOverlay::~SOverlay() UE4Editor_SlateCore!TIndirectArray<SBoxPanel::FSlot,FDefaultAllocator>::DestructAndFreeItems() indirectarray.h:444 UE4Editor_SlateCore!SBoxPanel::~SBoxPanel() UE4Editor_SlateCore!FSimpleSlot::~FSimpleSlot() UE4Editor_SlateCore!SCompoundWidget::~SCompoundWidget() UE4Editor_SlateCore!FSimpleSlot::~FSimpleSlot() UE4Editor_SlateCore!SCompoundWidget::~SCompoundWidget() UE4Editor_SlateCore!FSlotBase::~FSlotBase() slotbase.cpp:35 UE4Editor_Slate!TIndirectArray<SSplitter::FSlot,FDefaultAllocator>::DestructAndFreeItems() indirectarray.h:445 UE4Editor_Slate!SSplitter::~SSplitter() UE4Editor_SlateCore!FSimpleSlot::~FSimpleSlot() UE4Editor_SlateCore!SCompoundWidget::~SCompoundWidget() UE4Editor_Kismet!FBlueprintEditor::~FBlueprintEditor() blueprinteditor.cpp:2216 UE4Editor_Kismet!FBlueprintEditor::`vector deleting destructor'() UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::~SStandaloneAssetEditorToolkitHost() sstandaloneasseteditortoolkithost.cpp:197 UE4Editor_Slate!SDockTab::~SDockTab() UE4Editor_SlateCore!FReply::~FReply() UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:5753 UE4Editor_Slate!FSlateApplication::OnMouseUp() slateapplication.cpp:5730 UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1725 UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() windowsapplication.cpp:2171 UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() windowsapplication.cpp:888 UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() windowsapplication.cpp:725 user32!<Unknown> user32!<Unknown> UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() windowsplatformapplicationmisc.cpp:129 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:3220 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!<Unknown> ntdll!<Unknown>
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
An error occurred while trying to generate project files !?
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
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-50768 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.18 |
Target Fix | 4.18 |
Created | Oct 4, 2017 |
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Resolved | Oct 9, 2017 |
Updated | Apr 27, 2018 |