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.
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
UE-81742 DXGI_ERROR_INVALID_CALL
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-68108 in the post.
2 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.21.1, 4.20.3 |
Target Fix | 4.21.2 |
Fix Commit | 4692871 |
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Created | Jan 8, 2019 |
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Resolved | Jan 9, 2019 |
Updated | Jan 10, 2019 |