Description

Right-clicking in the Event Graph of a second Blueprint created using Create Blueprint Using This... will crash the editor.

Crash Report:
[Link Removed]

Call Stack:

<unknown module>! KERNELBASE!RaiseException() 
<unknown module>! UE4Editor_Core!FOutputDeviceWindowsError::Serialize() 
<unknown module>! UE4Editor_Core!FMsg::Logf__VA() 
<unknown module>! UE4Editor_CoreUObject!CastLogError() 
<unknown module>! UE4Editor_Engine!CastChecked<UBlueprint,UObject>() 
<unknown module>! UE4Editor_Engine!UBlueprintGeneratedClass::GetAuthoritativeClass() 
<unknown module>! UE4Editor_BlueprintGraph!<lambda_ea1dd1fe64bcf153651397360659dc7e>::<helper_func_cdecl>() 
<unknown module>! UE4Editor_BlueprintGraph!TBaseStaticDelegateInstance<void __cdecl(UEdGraphNode * __ptr64,UField const * __ptr64) 
<unknown module>! UE4Editor_BlueprintGraph!<lambda_cb77f3134a1cb3e684ffb72a0ffbfc02>::<helper_func_cdecl>() 
<unknown module>! UE4Editor_BlueprintGraph!TBaseStaticDelegateInstance<TTypeWrapper<void> __cdecl(UEdGraphNode * __ptr64,bool) 
<unknown module>! UE4Editor_BlueprintGraph!TBaseStaticDelegateInstance<void __cdecl(UEdGraphNode * __ptr64,bool) 
<unknown module>! UE4Editor_BlueprintGraph!UBlueprintNodeSpawner::SpawnEdGraphNode() 
<unknown module>! UE4Editor_BlueprintGraph!UBlueprintNodeSpawner::SpawnNode<UEdGraphNode>() 
<unknown module>! UE4Editor_BlueprintGraph!UBlueprintFieldNodeSpawner::Invoke() 
<unknown module>! UE4Editor_BlueprintGraph!UBlueprintVariableNodeSpawner::Invoke() 
<unknown module>! UE4Editor_BlueprintGraph!FBlueprintNodeTemplateCache::GetNodeTemplate() 
<unknown module>! UE4Editor_BlueprintGraph!UBlueprintNodeSpawner::GetTemplateNode() 
<unknown module>! UE4Editor_BlueprintGraph!BlueprintActionFilterImpl::IsNodeTemplateSelfFiltered() 
<unknown module>! UE4Editor_BlueprintGraph!FBlueprintActionFilter::IsFilteredByThis() 
<unknown module>! UE4Editor_BlueprintGraph!FBlueprintActionFilter::IsFiltered() 
<unknown module>! UE4Editor_Kismet!FBlueprintActionMenuBuilderImpl::FMenuSectionDefinition::MakeMenuItems() 
<unknown module>! UE4Editor_Kismet!FBlueprintActionMenuBuilder::RebuildActionList() 
<unknown module>! UE4Editor_Kismet!FBlueprintActionMenuUtils::MakeContextMenu() 
<unknown module>! UE4Editor_Kismet!SBlueprintActionMenu::CollectAllActions() 
<unknown module>! UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SBlueprintActionMenu,0,TTypeWrapper<void> __cdecl(FGraphActionListBuilderBase & __ptr64) 
<unknown module>! UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SBlueprintActionMenu,0,void __cdecl(FGraphActionListBuilderBase & __ptr64) 
<unknown module>! UE4Editor_GraphEditor!SGraphActionMenu::RefreshAllActions() 
<unknown module>! UE4Editor_GraphEditor!SGraphActionMenu::Construct() 
<unknown module>! UE4Editor_Kismet!TDecl<SGraphActionMenu,RequiredArgs::T0RequiredArgs>::operator<<=() 
<unknown module>! UE4Editor_Kismet!SBlueprintActionMenu::Construct() 
<unknown module>! UE4Editor_Kismet!TDecl<SBlueprintActionMenu,RequiredArgs::T1RequiredArgs<TSharedRef<FBlueprintEditor,0> && __ptr64> >::operator<<=() 
<unknown module>! UE4Editor_Kismet!FBlueprintEditor::OnCreateGraphActionMenu() 
<unknown module>! UE4Editor_Kismet!TMemberFunctionCaller<FBlueprintEditor,FActionMenuContent (__cdecl FBlueprintEditor::*) 
<unknown module>! UE4Editor_Kismet!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FActionMenuContent,TMemberFunctionCaller<FBlueprintEditor,FActionMenuContent (__cdecl FBlueprintEditor::*) 
<unknown module>! UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,FActionMenuContent __cdecl(UEdGraph * __ptr64,FVector2D const & __ptr64,TArray<UEdGraphPin * __ptr64,FDefaultAllocator> const & __ptr64,bool,TBaseDelegate<void>) 
<unknown module>! UE4Editor_GraphEditor!TBaseDelegate<FActionMenuContent,UEdGraph * __ptr64,FVector2D const & __ptr64,TArray<UEdGraphPin * __ptr64,FDefaultAllocator> const & __ptr64,bool,TBaseDelegate<void> >::Execute() 
<unknown module>! UE4Editor_GraphEditor!SGraphEditorImpl::GraphEd_OnGetContextMenuFor() 
<unknown module>! UE4Editor_GraphEditor!TMemberFunctionCaller<SGraphEditorImpl,FActionMenuContent (__cdecl SGraphEditorImpl::*) 
<unknown module>! UE4Editor_GraphEditor!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FActionMenuContent,TMemberFunctionCaller<SGraphEditorImpl,FActionMenuContent (__cdecl SGraphEditorImpl::*) 
<unknown module>! UE4Editor_GraphEditor!TBaseSPMethodDelegateInstance<0,SGraphEditorImpl,0,FActionMenuContent __cdecl(FGraphContextMenuArguments const & __ptr64) 
<unknown module>! UE4Editor_GraphEditor!TBaseDelegate<FActionMenuContent,FGraphContextMenuArguments const & __ptr64>::Execute() 
<unknown module>! UE4Editor_GraphEditor!SGraphPanel::SummonContextMenu() 
<unknown module>! UE4Editor_GraphEditor!SGraphPanel::OnSummonContextMenu() 
<unknown module>! UE4Editor_GraphEditor!SNodePanel::OnMouseButtonUp() 
<unknown module>! UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator() 
<unknown module>! UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() 
<unknown module>! UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() 
<unknown module>! UE4Editor_Slate!FSlateApplication::OnMouseUp() 
<unknown module>! UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() 
<unknown module>! UE4Editor_Core!FWindowsApplication::DeferMessage() 
<unknown module>! UE4Editor_Core!FWindowsApplication::ProcessMessage() 
<unknown module>! UE4Editor_Core!FWindowsApplication::AppWndProc() 
<unknown module>! user32!UserCallWinProcCheckWow() 
<unknown module>! user32!DispatchMessageWorker() 
<unknown module>! UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() 
<unknown module>! UE4Editor!FEngineLoop::Tick() 
<unknown module>! UE4Editor!GuardedMain() 
<unknown module>! UE4Editor!GuardedMainWrapper() 
<unknown module>! UE4Editor!WinMain() 
<unknown module>! UE4Editor!__tmainCRTStartup() 
Steps to Reproduce

1. Launch: UE4Editor.exe (any project)
2. Select a static mesh in the Content Browser
3. Right-click > Asset Actions > Create Blueprint Using This...
4. Select another static mesh in the Content Browser
5. Right-click > Asset Actions > Create Blueprint Using This...
6. In the new blueprint, open the Graph
7. Right-click in the Event Graph

Result:
Crash. Note that this only occurs on the second blueprint created from a Static Mesh, and only if done so using Create Blueprint Using This. This also occurs when creating a blueprint with this method after creating BPs from static meshes through the Details panel, but does not occur when simply creating a BP using the Create... button.

Have Comments or More Details?

Head over to the existing AnswerHub thread and let us know what's up.

0
Login to Vote

Fixed
ComponentGameplay - Blueprint
Affects Versions4.64.7
Target Fix4.7
Fix Commit2387231
Release Commit2392414
CreatedDec 9, 2014
ResolvedDec 17, 2014
UpdatedApr 27, 2018