Description

EDIT:
Date: 1/21/2015
Adding the
[Link Removed]

Duplicating a map in the Content Browser crashes the editor. It does not matter if the map being duplicated is the currently open map or not.

EDIT:
Additionally, as the AnswerHub post mentions, duplicating the map in File Explorer and renaming it in the Content Browser will crash the editor.

Steps to Reproduce

1. Open any project
2. Go to the Maps folder in the Content Browser
3. Right-click > Duplicate any map file
4. Hit enter or click off the new asset

Result:
Crash

Callstack

> UE4Editor-Core-Win64-Debug.dll!StaticFailDebug(const wchar_t * Error=0x000007fee3134130, const char * File=0x000007fee3bcde90, int Line=1712, const wchar_t * Description=0x000000000055c4f0, bool bIsEnsure=false) Line 190 C++
UE4Editor-Core-Win64-Debug.dll!FMsg::Logf__VA(const char * File=0x000007fee3bcde90, int Line=1712, const FName & Category=

{...}, ELogVerbosity::Type Verbosity=Fatal, const wchar_t * Fmt=0x000007fee3bcdd90, ...) Line 523 C++
UE4Editor-CoreUObject-Win64-Debug.dll!StaticAllocateObject(UClass * InClass=0x000000002d36d600, UObject * InOuter=0x00000000302e50c0, FName InName, EObjectFlags InFlags=17, bool bCanRecycleSubobjects=false, bool * bOutRecycledSubobject=0x0000000000000000) Line 1712 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UClass::CreateDefaultObject() Line 2535 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UClass::GetDefaultObject(bool bCreateIfNeeded=true) Line 1960 C++
UE4Editor-KismetCompiler-Win64-Debug.dll!FKismetCompilerUtilities::CompileDefaultProperties(UClass * Class=0x000000002d36d600) Line 452 C++
UE4Editor-KismetCompiler-Win64-Debug.dll!FKismetCompilerContext::FinishCompilingClass(UClass * Class=0x000000002d36d600) Line 1783 C++
UE4Editor-KismetCompiler-Win64-Debug.dll!FKismetCompilerContext::Compile() Line 3453 C++
UE4Editor-KismetCompiler-Win64-Debug.dll!FKismet2CompilerModule::CompileBlueprintInner(UBlueprint * Blueprint=0x0000000009459800, const FKismetCompilerOptions & CompileOptions={...}

, FCompilerResultsLog & Results=

{...}, TArray<UObject *,FDefaultAllocator> * ObjLoaded=0x0000000000000000) Line 84 C++
UE4Editor-KismetCompiler-Win64-Debug.dll!FKismet2CompilerModule::CompileBlueprint(UBlueprint * Blueprint=0x0000000009459800, const FKismetCompilerOptions & CompileOptions={...}

, FCompilerResultsLog & Results=

{...}, FBlueprintCompileReinstancer * ParentReinstancer=0x0000000000000000, TArray<UObject *,FDefaultAllocator> * ObjLoaded=0x0000000000000000) Line 136 C++
UE4Editor-UnrealEd-Win64-Debug.dll!FBlueprintEditorUtils::PostDuplicateBlueprint(UBlueprint * Blueprint=0x0000000009459800) Line 1543 C++
UE4Editor-Engine-Win64-Debug.dll!UBlueprint::PostDuplicate(bool bDuplicateForPIE=false) Line 418 C++
UE4Editor-CoreUObject-Win64-Debug.dll!StaticDuplicateObjectEx(FObjectDuplicationParameters & Parameters={...}

) Line 1506 C++
UE4Editor-CoreUObject-Win64-Debug.dll!StaticDuplicateObject(const UObject * SourceObject=0x000000001f996b00, UObject * DestOuter=0x00000000302e50c0, const wchar_t * DestName=0x000000002c17f808, EObjectFlags FlagMask=RF_AllFlags, UClass * DestClass=0x0000000000000000, EDuplicateForPie DuplicateForPIE=SDO_No_DuplicateForPie) Line 1371 C++
UE4Editor-UnrealEd-Win64-Debug.dll!ObjectTools::DuplicateSingleObject(UObject * Object=0x000000001f996b00, const ObjectTools::FPackageGroupName & PGN=

{...}, TSet<UPackage *,DefaultKeyFuncs<UPackage *,0>,FDefaultSetAllocator> & InOutPackagesUserRefusedToFullyLoad={...}

) Line 444 C++
UE4Editor-AssetTools-Win64-Debug.dll!FAssetTools::DuplicateAsset(const FString & AssetName=

{...}, const FString & PackagePath={...}

, UObject * OriginalObject=0x000000001f996b00) Line 291 C++

Have Comments or More Details?

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

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Fixed
ComponentGameplay - Blueprint
Affects Versions4.6.14.74.8
Target Fix4.7
Fix Commit2407846
Release Commit2408732
CreatedJan 5, 2015
ResolvedJan 15, 2015
UpdatedApr 27, 2018