When changing the variable type of a variable that is used in a function for a blutility a crash can occur
Result: The editor will freeze up for a few seconds before crashing
Expected: The variable type would be changed
UE4Editor-Core!FTextCache::FindOrCache(wchar_t const *,wchar_t const *,wchar_t const *) [TextCache.cpp:43] UE4Editor-Core!FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(wchar_t const *,wchar_t const *,wchar_t const *) [Internationalization.cpp:51] UE4Editor-Blutility!FGlobalBlutilityDialog::GetBaseToolkitName() [GlobalBlutilityDialog.cpp:108] UE4Editor-UnrealEd!FBlueprintEditorUtils::ChangeMemberVariableType(UBlueprint *,FName,FEdGraphPinType const &) [BlueprintEditorUtils.cpp:4871] UE4Editor-Kismet!FBlueprintVarActionDetails::OnVarTypeChanged(FEdGraphPinType const &) [BlueprintDetailsCustomization.cpp:1314] UE4Editor-Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintVarActionDetails,0,void >::ExecuteIfSafe(FEdGraphPinType const &) [DelegateInstancesImpl.h:355] UE4Editor-KismetWidgets!SPinTypeSelector::OnSelectPinType(TSharedPtr<UEdGraphSchema_K2::FPinTypeTreeInfo,0>,FName,bool) [SPinTypeSelector.cpp:815] UE4Editor-KismetWidgets!SPinTypeSelector::OnTypeSelectionChanged(TSharedPtr<UEdGraphSchema_K2::FPinTypeTreeInfo,0>,ESelectInfo::Type,bool) [SPinTypeSelector.cpp:846] UE4Editor-KismetWidgets!TBaseSPMethodDelegateInstance<0,SPinTypeSelector,0,void ,bool>::ExecuteIfSafe(TSharedPtr<UEdGraphSchema_K2::FPinTypeTreeInfo,0>,ESelectInfo::Type) [DelegateInstancesImpl.h:355] UE4Editor-KismetWidgets!SListView<TSharedPtr<UEdGraphSchema_K2::FPinTypeTreeInfo,0> >::Private_SignalSelectionChanged(ESelectInfo::Type) [SListView.h:725] UE4Editor-KismetWidgets!STableRow<TSharedPtr<UEdGraphSchema_K2::FPinTypeTreeInfo,0> >::OnMouseButtonUp(FGeometry const &,FPointerEvent const &) [STableRow.h:453] UE4Editor-Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> > [SlateApplication.cpp:270] UE4Editor-Slate!FSlateApplication::RoutePointerUpEvent(FWidgetPath &,FPointerEvent &) [SlateApplication.cpp:5528] UE4Editor-Slate!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent &) [SlateApplication.cpp:6087] UE4Editor-Slate!FSlateApplication::OnMouseUp(EMouseButtons::Type,FVector2D) [SlateApplication.cpp:6060] UE4Editor-ApplicationCore!FWindowsApplication::ProcessDeferredMessage(FDeferredWindowsMessage const &) [WindowsApplication.cpp:1831] UE4Editor-ApplicationCore!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> &,HWND__ *,unsigned int,unsigned __int64,__int64,int,int,unsigned int) [WindowsApplication.cpp:2281] UE4Editor-ApplicationCore!FWindowsApplication::ProcessMessage(HWND__ *,unsigned int,unsigned __int64,__int64) [WindowsApplication.cpp:929] UE4Editor-ApplicationCore!FWindowsApplication::AppWndProc(HWND__ *,unsigned int,unsigned __int64,__int64) [WindowsApplication.cpp:766] USER32!fd180000 + ca66 USER32!fd180000 + c582 UE4Editor-ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages(bool) [WindowsPlatformApplicationMisc.cpp:130] UE4Editor!FEngineLoop::Tick() [LaunchEngineLoop.cpp:3615] UE4Editor!GuardedMain(wchar_t const *,HINSTANCE__ *,HINSTANCE__ *,int) [Launch.cpp:174] UE4Editor!GuardedMainWrapper(wchar_t const *,HINSTANCE__ *,HINSTANCE__ *,int) [LaunchWindows.cpp:145] UE4Editor!WinMain [LaunchWindows.cpp:276] UE4Editor!__scrt_common_main_seh [exe_common.inl:283] KERNEL32!fba00000 + 17e94 ntdll!fe010000 + 6a251
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-70471 in the post.
4 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.22, 4.21.2 |
Target Fix | 4.22 |
Created | Feb 22, 2019 |
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Resolved | Mar 2, 2019 |
Updated | Mar 23, 2019 |