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262 UPackage* LoadReplacementPackage(UPackage* InExistingPackage, const uint32 InLoadFlags) 263 { 264 if (!InExistingPackage) 265 { 266 return nullptr; 267 } 268 269 const FString ExistingPackageName = InExistingPackage->GetName(); 270 271 // Rename the old package, and then load the new one in its place 272 const ERenameFlags PkgRenameFlags = REN_ForceNoResetLoaders | REN_DoNotDirty | REN_DontCreateRedirectors | REN_NonTransactional | REN_SkipGeneratedClasses; 273 ***** InExistingPackage->Rename(*MakeUniqueObjectName(Cast<UPackage>(InExistingPackage->GetOuter()), UPackage::StaticClass(), *FString::Printf(TEXT("%s_DEADPACKAGE"), *InExistingPackage->GetName())).ToString(), nullptr, PkgRenameFlags); 274 MarkPackageReplaced(InExistingPackage); 275 UPackage* NewPackage = LoadPackage(Cast<UPackage>(InExistingPackage->GetOuter()), *ExistingPackageName, InLoadFlags); 276 if (!NewPackage) 277 { 278
1) Open 2 instances of the editor logged in as 2 different users on SVN. Create an asset named Asset1 and sync it across both editors
2) In editor one, rename Asset1 to Asset2. Submit.
3) In editor two, refresh and sync Asset 1. It will be replaced by a redirector. LoadReplacementPackage will be called to reload "Asset1"
4) In editor two, sync the whole content folder. Asset 2 will be added to the folder, LoadReplacementPackage will be called on "None", and the editor will crash
Access violation - code c0000005 (first/second chance not available) UE4Editor_CoreUObject!PackageReloadInternal::LoadReplacementPackage() [packagereload.cpp:274] UE4Editor_CoreUObject!ReloadPackages() [packagereload.cpp:471] UE4Editor_UnrealEd!PackageTools::ReloadPackages() [packagetools.cpp:666] UE4Editor_UnrealEd!PackageTools::ReloadPackages() [packagetools.cpp:460] UE4Editor_ContentBrowser!ContentBrowserUtils::SyncPathsFromSourceControl() [contentbrowserutils.cpp:2189] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<1,FPathContextMenu,0,void __cdecl() [delegateinstancesimpl.h:345] UE4Editor_Slate!SMenuEntryBlock::OnClicked() [smenuentryblock.cpp:1037] UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [smenuentryblock.cpp:988] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl() [delegateinstancesimpl.h:269] UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:290] UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [smenuentryblock.cpp:385] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [slateapplication.cpp:268] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:5472] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5979] UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5959] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1736] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2182] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:895] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [windowsapplication.cpp:732] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [windowsplatformapplicationmisc.cpp:129] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3417] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:144] UE4Editor!WinMain() [launchwindows.cpp:223] UE4Editor!__scrt_common_main_seh() [exe_common.inl:283] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-63030 in the post.