Description

This is a trending crash coming out of 4.18; it may be a regression. Users have not provided any descriptions of their actions when the crash occurred.

Source Context

 2093       	// Start the cache process.
 2094 ***** 	CachingObject->Start();
 2095       }
 2096       
 2097       void FFindInBlueprintSearchManager::CacheAllUncachedBlueprints(TWeakPtr< SFindInBlueprints > InSourceWidget, FWidgetActiveTimerDelegate& InOutActiveTimerDelegate, FSimpleDelegate InOnFinished/* = FSimpleDelegate()*/, EFiBVersion InMinimiumVersionRequirement/* = EFiBVersion::FIB_VER_LATEST*/)
 2098       {
 2099       	// Do not start another caching process if one is in progress
 2100       	if(!IsCacheInProgress())
 2101       	{
 2102       		TArray<FName> BlueprintsToUpdate;
 2103       		// Add any out-of-date Blueprints to the list
 2104       		for (FSearchData SearchData : SearchArray)
 2105       		{
 2106       			if ((SearchData.Value.Len() != 0 || SearchData.ImaginaryBlueprint.IsValid()) && SearchData.Version < InMinimiumVersionRequirement)
 2107       			{
 2108       				BlueprintsToUpdate.Add(SearchData.BlueprintPath);
 2109       			}
Steps to Reproduce
  1. Launch QAGame editor.
  2. Ensure that source control is disabled.
  3. Choose Window->Find in Blueprints->Find in Blueprints 1.
  4. In the Find in Blueprints tab, search for 'Test'. Wait for search to complete.
  5. In the red bar at the bottom of the tab (notes "Search incomplete") click the "Index All" button.
  6. In the dialog box that appears, choose "Yes."
  7. The "Source Control Login" dialog should now appear, but note that it is modeless and you can click back into the Find in Blueprints tab.
  8. Click "X" in the Find in Blueprints tab to close it.
  9. Return to the "Source Control Login" dialog and click on "Run Without Source Control."
  10. The reported crash should result.

Alternate repro steps in versions prior to 4.18 (to note that it's not a regression and not tied to Global FiB):

  1. Launch QAGame editor.
  2. Ensure that source control is disabled.
  3. Open any Blueprint for editing.
  4. Choose CTRL-F and in the "Find Blueprint" tab, uncheck the "Find in Current Blueprint Only" box.
  5. Search for 'Test' and wait for search to complete.
  6. In the red bar at the bottom of the tab (notes "Search incomplete") click the "Index All" button.
  7. In the dialog box that appears, choose "Yes."
  8. The "Source Control Login" dialog should now appear, but note that it is modeless and you can click back into the Blueprint Editor window.
  9. Close the Blueprint Editor window.
  10. Return to the "Source Control Login" dialog and click on "Run Without Source Control."
  11. The reported crash should result.
Callstack
Access violation - code c0000005 (first/second chance not available)

UE4Editor_Kismet!FFindInBlueprintSearchManager::OnCacheAllUncachedBlueprints() [findinblueprintmanager.cpp:2095]
UE4Editor_Kismet!TBaseRawMethodDelegateInstance<0,FFindInBlueprintSearchManager,void __cdecl() [delegateinstancesimpl.h:648]
UE4Editor_SourceControl!SSourceControlLogin::OnDisableSourceControl() [ssourcecontrollogin.cpp:200]
UE4Editor_SourceControl!TMemberFunctionCaller<SSourceControlLogin,FReply() [delegateinstanceinterface.h:165]
UE4Editor_SourceControl!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SSourceControlLogin,FReply() [tuple.h:497]
UE4Editor_SourceControl!TBaseSPMethodDelegateInstance<0,SSourceControlLogin,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:5263]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [slateapplication.cpp:234]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:5252]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5750]
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!UserCallWinProcCheckWow()
user32!DispatchMessageWorker()
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!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Fixed
ComponentGameplay - Blueprint
Affects Versions4.18
Target Fix4.18.1
Fix Commit3733761
CreatedNov 2, 2017
ResolvedNov 2, 2017
UpdatedApr 27, 2018
Pull Requests
4447 - klorberg