Description

This is an infrequent crash in the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred.

Source Context

  47       void UK2Node_MacroInstance::PostPasteNode()
   48       {
   49       	const UBlueprint* InstanceOwner = GetBlueprint();
   50       
   51       	// Find the owner of the macro graph
   52       	const UEdGraph* MacroGraph = MacroGraphReference.GetGraph();
   53 ***** 	UObject* MacroOwner = MacroGraph->GetOuter();
   54       	UBlueprint* MacroOwnerBP = NULL;
   55       	while(MacroOwner)
   56       	{
   57       		MacroOwnerBP = Cast<UBlueprint>(MacroOwner);
   58       		if(MacroOwnerBP)
   59       		{
   60       			break;
   61       		}
   62       
   63       		MacroOwner = MacroOwner->GetOuter();
   64       	}
Steps to Reproduce

Repro:

  1. Open QAGame in editor.
  2. Create a blueprint (TestActor).
  3. Create a Blueprint Macro Libaray (TestMacroLib).
  4. Open TestMacroLib.
  5. Rename the macro to MyMacro.
  6. Open TestActor.
  7. Add MyMacro to the EventGraph.
  8. Compile.
  9. Back in TestMacroLib, delete MyMacro.
  10. Back in TestActor, copy and pate the MyMacro node.
Callstack
Access violation - code c0000005 (first/second chance not available)

UE4Editor_BlueprintGraph!UK2Node_MacroInstance::PostPasteNode() [k2node_macroinstance.cpp:54]
UE4Editor_UnrealEd!FEdGraphUtilities::PostProcessPastedNodes() [edgraphutilities.cpp:187]
UE4Editor_UnrealEd!FEdGraphUtilities::ImportNodesFromText() [edgraphutilities.cpp:384]
UE4Editor_Kismet!FBlueprintEditor::PasteNodesHere() [blueprinteditor.cpp:5792]
UE4Editor_Kismet!FBlueprintEditor::PasteNodes() [blueprinteditor.cpp:5565]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl.h:434]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160]
UE4Editor_GraphEditor!SGraphEditorImpl::OnKeyDown() [sgrapheditorimpl.cpp:78]
UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() [slateapplication.cpp:4834]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:234]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [slateapplication.cpp:216]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4832]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4744]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1560]
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
ComponentUE - Gameplay - Blueprint
Affects Versions4.18
Target Fix4.18.24.19
Fix Commit3764771
Release Commit3764771
CreatedNov 17, 2017
ResolvedNov 17, 2017
UpdatedAug 9, 2018