Description

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

Source Context

 524       				OutComponentToSelect = RootComponent;
  525       
  526       				if (USceneComponent* ComponentToDeleteAsSceneComp = Cast<USceneComponent>(ComponentToDelete))
  527       				{
  528       					if (USceneComponent* ParentComponent = ComponentToDeleteAsSceneComp->GetAttachParent())
  529       					{
  530       						// The component to delete has a parent, so we select that in the absence of an appropriate sibling
  531       						OutComponentToSelect = ParentComponent;
  532       
  533       						// Try to select the sibling that immediately precedes the component to delete
  534       						TArray<USceneComponent*> Siblings;
  535       						ParentComponent->GetChildrenComponents(false, Siblings);
  536       						for (int32 i = 0; i < Siblings.Num() && ComponentToDelete != Siblings[i]; ++i)
  537       						{
  538 ***** 							if (!Siblings[i]->IsPendingKill())
  539       							{
  540       								OutComponentToSelect = Siblings[i];
  541       							}
  542       						}
  543       					}
  544       				}
Steps to Reproduce

repro steps currently unknown

Callstack
Access violation - code c0000005 (first/second chance not available)

UE4Editor_UnrealEd!FComponentEditorUtils::DeleteComponents() [componenteditorutils.cpp:539]
UE4Editor_Kismet!SSCSEditor::OnDeleteNodes() [sscseditor.cpp:5611]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SSCSEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SSCSEditor,0,void __cdecl() [delegateinstancesimpl.h:434]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160]
UE4Editor_Kismet!SSCSEditor::OnKeyDown() [sscseditor.cpp:3786]
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 - Components
Affects Versions4.18
Target Fix4.19
Fix Commit3785842
Main Commit3804136
Release Commit3813083
CreatedDec 1, 2017
ResolvedDec 2, 2017
UpdatedApr 27, 2018