When MovieSceneObjectPropertyTrack is added from BP or Python, PropertyClass of UMovieSceneObjectPropertyTrack becomes null, so it crashes with the following processing of SPropertyMenuAssetPicker :: Construct.
for(int32 i = 0; i < AllowedClasses.Num(); ++i)
{
AssetPickerConfig.Filter.ClassNames.Add( AllowedClasses[i]->GetFName() );
}
MovieSceneObjectPropertyTrack PropertyClass needs to be editable from SequencerScripting or Ptyhon.
> UE4Editor-PropertyEditor.dll!SPropertyMenuAssetPicker::Construct(const SPropertyMenuAssetPicker::FArguments & InArgs) 行 117 C++
[インライン フレーム] UE4Editor-PropertyEditor.dll!RequiredArgs::T0RequiredArgs::CallConstruct(const TSharedRef<SPropertyMenuAssetPicker,0> &) 行 839 C++
[インライン フレーム] UE4Editor-PropertyEditor.dll!TDecl<SPropertyMenuAssetPicker,RequiredArgs::T0RequiredArgs>::operator<<=(const SPropertyMenuAssetPicker::FArguments &) 行 1098 C++
UE4Editor-PropertyEditor.dll!PropertyCustomizationHelpers::MakeAssetPickerWithMenu(const FAssetData & InitialObject, const bool AllowClear, const bool AllowCopyPaste, const TArray<UClass const *,FDefaultAllocator> & AllowedClasses, const TArray<UClass const *,FDefaultAllocator> & DisallowedClasses, const TArray<UFactory *,FDefaultAllocator> & NewAssetFactories, TBaseDelegate<bool,FAssetData const &> OnShouldFilterAsset, TBaseDelegate<void,FAssetData const &> OnSet, TBaseDelegate<void> OnClose) 行 285 C++
UE4Editor-PropertyEditor.dll!PropertyCustomizationHelpers::MakeAssetPickerWithMenu(const FAssetData & InitialObject, const bool AllowClear, const TArray<UClass const *,FDefaultAllocator> & AllowedClasses, const TArray<UClass const *,FDefaultAllocator> & DisallowedClasses, const TArray<UFactory *,FDefaultAllocator> & NewAssetFactories, TBaseDelegate<bool,FAssetData const &> OnShouldFilterAsset, TBaseDelegate<void,FAssetData const &> OnSet, TBaseDelegate<void> OnClose) 行 275 C++
UE4Editor-PropertyEditor.dll!SPropertyEditorAsset::OnGetMenuContent() 行 662 C++
[インライン フレーム] UE4Editor-PropertyEditor.dll!TMemberFunctionCaller<SPropertyEditorAsset,TSharedRef<SWidget,0> (__cdecl SPropertyEditorAsset::*)(void)>::operator()() 行 156 C++
[インライン フレーム] UE4Editor-PropertyEditor.dll!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter(TMemberFunctionCaller<SPropertyEditorAsset,TSharedRef<SWidget,0> (__cdecl SPropertyEditorAsset::*)(void)> &&) 行 498 C++
UE4Editor-PropertyEditor.dll!TBaseSPMethodDelegateInstance<0,SPropertyEditorAsset,0,TSharedRef<SWidget,0> __cdecl(void)>::Execute() 行 279 C++
[インライン フレーム] UE4Editor-Slate.dll!TBaseDelegate<TSharedRef<SWidget,0> >::Execute() 行 561 C++
UE4Editor-Slate.dll!SMenuAnchor::SetIsOpen(bool InIsOpen, const bool bFocusMenu, const int FocusUserIndex) 行 306 C++
UE4Editor-Slate.dll!SComboButton::OnButtonClicked() 行 86 C++
[インライン フレーム] UE4Editor-Slate.dll!TMemberFunctionCaller<SComboButton,FReply (__cdecl SComboButton::*)(void)>::operator()() 行 156 C++
[インライン フレーム] UE4Editor-Slate.dll!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter(TMemberFunctionCaller<SComboButton,FReply (__cdecl SComboButton::*)(void)> &&) 行 498 C++
UE4Editor-Slate.dll!TBaseSPMethodDelegateInstance<0,SComboButton,0,FReply __cdecl(void)>::Execute() 行 279 C++
[インライン フレーム] UE4Editor-Slate.dll!TBaseDelegate<FReply>::Execute() 行 561 C++
UE4Editor-Slate.dll!SButton::OnMouseButtonDown(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) 行 225 C++
[インライン フレーム] UE4Editor-Slate.dll!FSlateApplication::RoutePointerDownEvent::__l5::<lambda_6264868de66784e8427f79716494ab5b>::operator()(const FArrangedWidget) 行 5501 C++
UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_6264868de66784e8427f79716494ab5b> >(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerDownEvent::__l5::<lambda_6264868de66784e8427f79716494ab5b> & Lambda) 行 271 C++
UE4Editor-Slate.dll!FSlateApplication::RoutePointerDownEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) 行 5487 C++
UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonDownEvent(const TSharedPtr<FGenericWindow,0> & PlatformWindow, const FPointerEvent & MouseEvent) 行 5440 C++
UE4Editor-Slate.dll!FSlateApplication::OnMouseDown(const TSharedPtr<FGenericWindow,0> & PlatformWindow, const EMouseButtons::Type Button, const FVector2D CursorPos) 行 5353 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) 行 1850 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) 行 2292 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) 行 1522 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) 行 772 C++
[外部コード]
[インライン フレーム] UE4Editor-ApplicationCore.dll!WinPumpMessages() 行 107 C++
UE4Editor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) 行 130 C++
UE4Editor.exe!FEngineLoop::Tick() 行 3882 C++
[インライン フレーム] UE4Editor.exe!EngineTick() 行 62 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) 行 168 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) 行 261 C++
[外部コード]
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?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-79887 in the post.
1 |
Component | UE - Anim - Sequencer |
---|---|
Affects Versions | 4.22.3 |
Target Fix | 4.24 |
Created | Sep 6, 2019 |
---|---|
Resolved | Sep 10, 2019 |
Updated | Nov 14, 2019 |