Data Tables with 'Particle Sys Param' structs in them as variables will crash when opened.
Result: Crash
Assertion failed: Result != FPropertyAccess::Fail [Link Removed] [Line: 59]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_DetailCustomizations!FParticleSysParamStructCustomization::CustomizeChildren() [d:\build\++ue4\sync\engine\source\editor\detailcustomizations\private\particlesysparamstructcustomization.cpp:61]
UE4Editor_PropertyEditor!FDetailPropertyRow::OnItemNodeInitialized() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\detailpropertyrow.cpp:232]
UE4Editor_PropertyEditor!FDetailItemNode::InitPropertyEditor() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\detailitemnode.cpp:142]
UE4Editor_PropertyEditor!FDetailItemNode::Initialize() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\detailitemnode.cpp:43]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateNodesFromCustomizations() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\detailcategorybuilderimpl.cpp:674]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateChildrenForSingleLayout() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\detailcategorybuilderimpl.cpp:696]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateChildrenForLayouts() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\detailcategorybuilderimpl.cpp:734]
UE4Editor_PropertyEditor!FDetailLayoutBuilderImpl::BuildCategories() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\detaillayoutbuilderimpl.cpp:182]
UE4Editor_PropertyEditor!FDetailLayoutBuilderImpl::GenerateDetailLayout() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\detaillayoutbuilderimpl.cpp:226]
UE4Editor_PropertyEditor!SDetailsViewBase::UpdateSinglePropertyMap() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\sdetailsviewbase.cpp:379]
UE4Editor_PropertyEditor!SDetailsViewBase::UpdatePropertyMaps() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\sdetailsviewbase.cpp:341]
UE4Editor_PropertyEditor!SStructureDetailsView::SetStructureData() [d:\build\++ue4\sync\engine\source\editor\propertyeditor\private\sstructuredetailsview.cpp:251]
UE4Editor_DataTableEditor!SRowEditor::Restore() [d:\build\++ue4\sync\engine\source\editor\datatableeditor\private\sroweditor.cpp:203]
UE4Editor_DataTableEditor!SRowEditor::Construct() [d:\build\++ue4\sync\engine\source\editor\datatableeditor\private\sroweditor.cpp:403]
UE4Editor_DataTableEditor!FDataTableEditor::CreateRowEditorBox() [d:\build\++ue4\sync\engine\source\editor\datatableeditor\private\datatableeditor.cpp:731]
UE4Editor_DataTableEditor!FDataTableEditor::RegisterTabSpawners() [d:\build\++ue4\sync\engine\source\editor\datatableeditor\private\datatableeditor.cpp:75]
UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::OnToolkitHostingStarted() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\toolkits\sstandaloneasseteditortoolkithost.cpp:225]
UE4Editor_UnrealEd!FToolkitManager::RegisterNewToolkit() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\toolkits\toolkitmanager.cpp:47]
UE4Editor_UnrealEd!FAssetEditorToolkit::InitAssetEditor() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\toolkits\asseteditortoolkit.cpp:209]
UE4Editor_UnrealEd!FAssetEditorToolkit::InitAssetEditor() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\toolkits\asseteditortoolkit.cpp:53]
UE4Editor_DataTableEditor!FDataTableEditor::InitDataTableEditor() [d:\build\++ue4\sync\engine\source\editor\datatableeditor\private\datatableeditor.cpp:217]
UE4Editor_DataTableEditor!FDataTableEditorModule::CreateDataTableEditor() [d:\build\++ue4\sync\engine\source\editor\datatableeditor\private\datatableeditormodule.cpp:29]
UE4Editor_AssetTools!FAssetTypeActions_DataTable::OpenAssetEditor() [d:\build\++ue4\sync\engine\source\developer\assettools\private\assettypeactions\assettypeactions_datatable.cpp:186]
UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\toolkits\asseteditormanager.cpp:378]
UE4Editor_AssetTools!FAssetTypeActions_Base::AssetsActivated() [d:\build\++ue4\sync\engine\source\developer\assettools\public\assettypeactions_base.h:57]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [d:\build\++ue4\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:2085]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:345]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\build\++ue4\sync\engine\source\editor\contentbrowser\private\sassetview.cpp:4046]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:345]
UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:624]
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [d:\build\++ue4\sync\engine\source\runtime\slate\public\widgets\views\slistview.h:815]
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [d:\build\++ue4\sync\engine\source\runtime\slate\public\widgets\views\stablerow.h:310]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:268]
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5922]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5909]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5885]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1740]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2182]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:895]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:732]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3417]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll
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
Hey, why do i get this when i snap two similar meshes together?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-69554 in the post.
1 |
Component | UE - Niagara |
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Affects Versions | 4.22, 4.20.3, 4.21.2 |
Created | Feb 4, 2019 |
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Resolved | Aug 27, 2021 |
Updated | Sep 19, 2021 |