This is a trending crash coming out of the 4.18 release, and may be a regression. Users have not provided any descriptions of their actions when the crash occurred.
Source Context
2290 #endif 2291 { 2292 InName = MakeUniqueObjectName(InOuter, InClass); 2293 } 2294 } 2295 else 2296 { 2297 // See if object already exists. 2298 Obj = StaticFindObjectFastInternal( /*Class=*/ NULL, InOuter, InName, true ); 2299 2300 // Temporary: If the object we found is of a different class, allow the object to be allocated. 2301 // This breaks new UObject assumptions and these need to be fixed. 2302 if (Obj && !Obj->GetClass()->IsChildOf(InClass)) 2303 { 2304 ***** UE_LOG(LogUObjectGlobals, Fatal, 2305 TEXT("Objects have the same fully qualified name but different paths.\n") 2306 TEXT("\tNew Object: %s %s.%s\n") 2307 TEXT("\tExisting Object: %s"), 2308 *InClass->GetName(), InOuter ? *InOuter->GetPathName() : TEXT(""), *InName.ToString(), 2309 *Obj->GetFullName()); 2310 } 2311 }
repro steps currently unknown
Fatal error: [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2310] Objects have the same fully qualified name but different paths. New Object: PhysicsAssetEditorOptions /Engine/Transient.EditorOptions Existing Object: CurveEdOptions /Engine/Transient.EditorOptions UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2305] UE4Editor_CoreUObject!StaticConstructObject_Internal() [uobjectglobals.cpp:3145] UE4Editor_PhysicsAssetEditor!FPhysicsAssetEditorSharedData::FPhysicsAssetEditorSharedData() [physicsasseteditorshareddata.cpp:56] UE4Editor_PhysicsAssetEditor!FPhysicsAssetEditor::InitPhysicsAssetEditor() [physicsasseteditor.cpp:111] UE4Editor_PhysicsAssetEditor!FPhysicsAssetEditorModule::CreatePhysicsAssetEditor() [physicsasseteditormodule.cpp:58] UE4Editor_AssetTools!FAssetTypeActions_PhysicsAsset::OpenAssetEditor() [assettypeactions_physicsasset.cpp:39] UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [asseteditormanager.cpp:361] UE4Editor_AssetTools!FAssetTypeActions_Base::AssetsActivated() [assettypeactions_base.h:50] UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [scontentbrowser.cpp:1942] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [sassetview.cpp:3904] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [delegatesignatureimpl.inl:624] UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [slistview.h:805] UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [stablerow.h:288] UE4Editor_Slate!<lambda_eeb33fd1b480e3cad58a1531d90d2e14>::operator() [slateapplication.cpp:5695] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >() [slateapplication.cpp:234] UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [slateapplication.cpp:5693] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [slateapplication.cpp:5680] UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [slateapplication.cpp:5656] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1729] 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()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51928 in the post.
1 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.18 |
Target Fix | 4.18.1 |
Created | Nov 2, 2017 |
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Resolved | Nov 3, 2017 |
Updated | Apr 27, 2018 |