Shortcut will still led to create a new function in the macro library. and this makes engine crash with following callstack.
Assertion failed: Blueprint->BlueprintType != BPTYPE_MacroLibrary [Link Removed] [Line: 3164]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::CreateFunctionGraphTerminators() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\blueprintgraph\private\edgraphschema_k2.cpp:3167]
UE4Editor_Kismet!FBlueprintEditorUtils::CreateFunctionGraph<UClass>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\public\kismet2\blueprinteditorutils.h:333]
UE4Editor_Kismet!FBlueprintEditorUtils::AddFunctionGraph<UClass>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\public\kismet2\blueprinteditorutils.h:366]
UE4Editor_Kismet!FBlueprintEditor::NewDocument_OnClicked() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:7199]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void),enum FBlueprintEditor::ECreatedDocumentType>::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void),enum FBlueprintEditor::ECreatedDocumentType>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:216]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:160]
UE4Editor_UnrealEd!FBaseToolkit::ProcessCommandBindings() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\toolkits\basetoolkit.cpp:74]
UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::OnKeyDown() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\toolkits\sstandaloneasseteditortoolkithost.cpp:324]
UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator()() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4834]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:234]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:216]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4832]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4744]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1560]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2171]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:888]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:725]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3220]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
1) Bind Ctrl+Shift+Num9 as Function(Add a new function graph) under Blueprint Editor section in the preferences window.
Sometimes this section is not visible
[Link Removed]
This shortcut name will not be searched from search bar.
2) Create a new MacroLibrary, Actor type
3) Open the Macro Library.
4) Press Ctrl+Alt+Num9
Expected: Nothing happens. Error message that cannot make a new function in the macro library at Logs window.
Result: Crash
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
An error occurred while trying to generate project files !?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52977 in the post.
0 |
Component | UE - Gameplay - Blueprint Editor |
---|---|
Affects Versions | 4.15.3, 4.16.3, 4.17.2, 4.18.1 |
Target Fix | 4.20 |
Created | Dec 4, 2017 |
---|---|
Resolved | Dec 19, 2017 |
Updated | Jun 23, 2018 |