User comment in crash group:
1800 #if WITH_EDITOR
1801 // More complexity to handle asymmetry in the transaction buffer. If our peer node is not in the transaction
1802 // then we need to take ownership of the entire connection and clear both LinkedTo Arrays:
1803 for (int32 I = 0; I < Pin->LinkedTo.Num(); ++I)
1804 {
1805 UEdGraphPin* Peer = Pin->LinkedTo[I];
1806 // PeerNode will be null if the pin we were linked to was already thrown away:
1807 ***** UEdGraphNode* PeerNode = Peer->GetOwningNodeUnchecked();
1808 if (PeerNode && !GEditor->Trans->IsObjectTransacting(PeerNode))
1809 {
1810 Pin->BreakLinkTo(Peer);
1811 --I;
1812 }
1813 }
1814 // We also must clear the Pins subpin array as that pin may have been reused if this one wasn't
1815 // If it wasn't reused then it'll get destroyed by being in OldPins as well
1816 Pin->SubPins.Reset();
1817 #endif// WITH_EDITOR
No known steps to reproduce
Access violation - code c0000005 (first/second chance not available) UE4Editor_Engine!UEdGraphPin::SerializePinArray() [edgraphpin.cpp:1808] UE4Editor_Engine!UEdGraphNode::Serialize() [edgraphnode.cpp:176] UE4Editor_BlueprintGraph!UK2Node::Serialize() [k2node.cpp:116] UE4Editor_UnrealEd!FTransaction::FObjectRecord::SerializeObject() [editortransaction.cpp:182] UE4Editor_UnrealEd!FTransaction::FObjectRecord::Load() [editortransaction.cpp:247] UE4Editor_UnrealEd!FTransaction::Apply() [editortransaction.cpp:764] UE4Editor_UnrealEd!UTransBuffer::Undo() [editortransaction.cpp:1251] UE4Editor_UnrealEd!UEditorEngine::UndoTransaction() [editorserver.cpp:1380] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl.h:345] UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216] UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160] UE4Editor_UnrealEd!FBaseToolkit::ProcessCommandBindings() [basetoolkit.cpp:74] UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::OnKeyDown() [sstandaloneasseteditortoolkithost.cpp:324] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:268] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:5041] UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4953] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1571] 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()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-64500 in the post.
| 0 |
| Component | UE - Gameplay - Blueprint |
|---|---|
| Affects Versions | 4.20 |
| Target Fix | 4.23 |
| Created | Sep 26, 2018 |
|---|---|
| Resolved | Sep 27, 2019 |
| Updated | Feb 10, 2020 |