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
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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 |
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Affects Versions | 4.15.3, 4.16.3, 4.17.2, 4.18.1 |
Target Fix | 4.20 |
Created | Dec 4, 2017 |
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Resolved | Dec 19, 2017 |
Updated | Jun 23, 2018 |