Description

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       	}
Steps to Reproduce

repro steps currently unknown

Callstack
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()

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Duplicate
ComponentUE - Simulation - Physics
Affects Versions4.18
Target Fix4.18.1
CreatedNov 2, 2017
ResolvedNov 3, 2017
UpdatedApr 27, 2018