Description

In Scripted Actions, if you execute a function after using Rename Asset or Duplicate Asset, it will crash. If you do not execute the function it will not crash.

Steps to Reproduce
  1. Open attached project
  2. Run MyRename or MyDuplicate of NewBlueprint's Scripted Actions
  3. Crash
Callstack
UE4Editor_UnrealEd!FKismetDebugUtilities::OnScriptException() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismetdebugutilities.cpp:218] UE4Editor_UnrealEd!TBaseStaticDelegateInstance<void __cdecl(UObject const * __ptr64,FFrame const & __ptr64,FBlueprintExceptionInfo const & __ptr64)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:813] UE4Editor_CoreUObject!FBlueprintCoreDelegates::ThrowScriptException() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:181] UE4Editor_CoreUObject!UObject::execWireTracepoint() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1754] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1031] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:940] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1031] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4861] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1480] UE4Editor_Blutility!<lambda_ef4b080ad90cd7fd4aa7546578b00cc0>::operator()() [d:\build\++ue4\sync\engine\source\editor\blutility\private\blutilitymenuextensions.cpp:321] UE4Editor_Blutility!TBaseFunctorDelegateInstance<void __cdecl(void),<lambda_ef4b080ad90cd7fd4aa7546578b00cc0> >::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:956] UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1037] UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:988] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:279] UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:290] UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:385] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:270] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5528] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6087] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6060] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1831] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2281] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:929] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:766] user32 user32 UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:130] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3615] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:174] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283] kernel32 ntdll

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Fixed
ComponentGameplay - Blueprint
Affects Versions4.21.14.20.3
Target Fix4.21.2
Fix Commit4692871
CreatedJan 8, 2019
ResolvedJan 9, 2019
UpdatedJan 10, 2019