Description

If StepIn is performed on a module for which the Interface function is not defined, a crash will occur.

Steps to Reproduce

1.Open attach project.
2.Open Level Blueprint "NewMap1.umap".
3.Selected BeginPlay Node and input "F9" Key.
4.Exec PIE.
5.Break on BeginPlay and execute StepInto several times to enter InterfaceFunction.
At this time, crash occurred.

Callstack

Assertion failed: ObjectToFocusOn [Link Removed] [Line: 1866]

KERNELBASE.dll!0x000000002A089E08
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor-UnrealEd.dll!FKismetEditorUtilities::GetIBlueprintEditorForObject() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:1869]
UE4Editor-UnrealEd.dll!FKismetEditorUtilities::BringKismetToFocusAttentionOnObject() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:1955]
UE4Editor-UnrealEd.dll!FKismetDebugUtilities::AttemptToBreakExecution() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetdebugutilities.cpp:628]
UE4Editor-UnrealEd.dll!FKismetDebugUtilities::OnScriptException() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetdebugutilities.cpp:355]
UE4Editor-UnrealEd.dll!TBaseStaticDelegateInstance<void __cdecl(UObject const * __ptr64,FFrame const & __ptr64,FBlueprintExceptionInfo const & __ptr64)>::ExecuteIfSafe() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor-CoreUObject.dll!TBaseMulticastDelegate<void,UObject const * __ptr64,FFrame const & __ptr64,FBlueprintExceptionInfo const & __ptr64>::Broadcast() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
UE4Editor-CoreUObject.dll!FBlueprintCoreDelegates::ThrowScriptException() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:163]
UE4Editor-CoreUObject.dll!UObject::execTracepoint() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1605]
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor-CoreUObject.dll!UObject::CallFunction() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor-CoreUObject.dll!UObject::CallFunction() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2192]
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor-CoreUObject.dll!UObject::CallFunction() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4461]
UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1334]
UE4Editor-Engine.dll!AActor::ProcessEvent() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\actor.cpp:699]
UE4Editor-Engine.dll!AActor::ReceiveBeginPlay()
UE4Editor-Engine.dll!AActor::BeginPlay() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\actor.cpp:3162]
UE4Editor-Engine.dll!AActor::DispatchBeginPlay() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\actor.cpp:3130]
UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:187]
UE4Editor-Engine.dll!AGameStateBase::HandleBeginPlay() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\gamestatebase.cpp:177]
UE4Editor-Engine.dll!UWorld::BeginPlay() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\world.cpp:3436]
UE4Editor-Engine.dll!UGameInstance::StartPlayInEditorGameInstance() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:340]
UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3447]
UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2535]
UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1218]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1549]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:402]
UE4Editor.exe!FEngineLoop::Tick() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3215]
UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
KERNEL32.DLL!0x000000002B4D2774
ntdll.dll!0x000000002D200D51
ntdll.dll!0x000000002D200D51

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52236 in the post.

0
Login to Vote

Fixed
ComponentUE - Gameplay - Blueprint Editor
Affects Versions4.174.18
Target Fix4.19
Fix Commit3769863
Main Commit3804136
Release Commit3813083
CreatedNov 10, 2017
ResolvedDec 2, 2017
UpdatedApr 27, 2018