Description

User comment in crash group:

  • I was try to copy the AI MOVE TO(from pawn sensing) node inside a function, i couldnt copy it because it said conflicting node substituted during paste;, so i tried to cut and paste but i wasnt able to paste it inside my function, so i tried to paste it in the same place it was before, but nothing was happening so i pressed CTRL+Z and UE crashed
 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
Steps to Reproduce

No known steps to reproduce

Callstack
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()

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Cannot Reproduce
ComponentGameplay - Blueprint
Affects Versions4.20
Target Fix4.23
CreatedSep 26, 2018
ResolvedSep 27, 2019
UpdatedFeb 10, 2020