Description

Building the Engine using Debug Editor configuration can result in a crash if a project is run in PIE mode. No crash occurs in the same project if the Engine is built using Development Editor configuration.

Steps to Reproduce
  1. Build the Engine from source code using the Debug Editor configuration.
  2. Associate the attached project with the new Engine.
  3. Open the project using the new Engine.
  4. Press Play to start PIE.

RESULTS:
The Editor crashes.

EXPECTED:
The Editor begins PIE.

Callstack

UE4Editor-Engine-Win64-Debug.dll!failwithmessage(void * retaddr, int crttype, int errnum, const char * msg) Line 222 C++
UE4Editor-Engine-Win64-Debug.dll!_RTC_StackFailure(void * retaddr, const char * varname) Line 333 C++
UE4Editor-Engine-Win64-Debug.dll!_RTC_CheckStackVars(void * frame, _RTC_framedesc * v) Line 69 C++
> UE4Editor-Engine-Win64-Debug.dll!UKismetSystemLibrary::execIsValid(FFrame & Stack, void * const Result) Line 61 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Result) Line 3709 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::CallFunction(FFrame & Stack, void * const Result, UFunction * Function) Line 395 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execFinalFunction(FFrame & Stack, void * const Result) Line 1537 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Result, bool bCanFailSilently) Line 1451 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execContext(FFrame & Stack, void * const Result) Line 1428 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execLetBool(FFrame & Stack, void * const Result) Line 1371 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessInternal(FFrame & Stack, void * const Result) Line 625 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::CallFunction(FFrame & Stack, void * const Result, UFunction * Function) Line 516 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execVirtualFunction(FFrame & Stack, void * const Result) Line 1530 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessInternal(FFrame & Stack, void * const Result) Line 625 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Result) Line 3709 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 927 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 557 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::ReceiveBeginPlay() Line 1045 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::BeginPlay() Line 2348 C++
UE4Editor-Engine-Win64-Debug.dll!AWorldSettings::NotifyBeginPlay() Line 130 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::HandleMatchHasStarted() Line 605 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::SetMatchState(FName NewState) Line 714 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::StartMatch() Line 582 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::StartPlay() Line 531 C++
UE4Editor-Engine-Win64-Debug.dll!UWorld::BeginPlay() Line 3009 C++
UE4Editor-Engine-Win64-Debug.dll!UGameInstance::StartPIEGameInstance(ULocalPlayer * LocalPlayer, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode) Line 253 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::CreatePIEGameInstance(int PIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode, bool bRunAsDedicated, float PIEStartTime) Line 2727 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::PlayInEditor(UWorld * InWorld, bool bInSimulateInEditor) Line 2119 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 961 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1135 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 290 C++
UE4Editor-Win64-Debug.exe!FEngineLoop::Tick() Line 2241 C++
UE4Editor-Win64-Debug.exe!EngineTick() Line 52 C++
UE4Editor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 134 C++
UE4Editor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 191 C++
[External Code]


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Fixed
ComponentGameplay - Blueprint
Affects Versions4.5.14.7
Fix Commit2391686
CreatedDec 4, 2014
ResolvedDec 17, 2014
UpdatedApr 27, 2018
Pull Requests
680 - bozaro