Description

Naming a parameter "none" will cause crash on compile. Asset may not be able to be reopened.

 

Also confirmed in Main CL 4309299

Steps to Reproduce

1. Create new blueprint or open level blueprint
2. Create custom event or function
3. Add new input parameter to this event or function
4. Name this parameter "none"
5. Compile blueprint
Result: Input name/text is blank/not displayed on the node, Crash when compiled

4.19: Input name/text also blank but no crash

Callstack

Assertion failed: Key != NAME_None [Link Removed] [Line: 345]

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_CoreUObject!UMetaData::SetValue() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\metadata.cpp:347]
UE4Editor_CoreUObject!UField::SetMetaData() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:453]
UE4Editor_KismetCompiler!FKismetCompilerContext::SetDefaultInputValueMetaData() [d:\build\++ue4\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:2206]
UE4Editor_KismetCompiler!FKismetCompilerContext::SetCalculatedMetaDataAndFlags() [d:\build\++ue4\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:2196]
UE4Editor_Kismet!<lambda_bca1d75e4a30c6c3e08f70c83babaf02>::operator()() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:1820]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FastGenerateSkeletonClass() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:1934]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:604]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:201]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:745]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3229]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:345]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:269]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:290]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:268]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5472]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5979]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5959]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1736]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2182]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:895]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:732]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3417]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll

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Duplicate
ComponentUE - Gameplay - Blueprint
Affects Versions4.20.2
CreatedAug 23, 2018
ResolvedAug 27, 2018
UpdatedAug 28, 2018