Description

Fatal error "UE_LOG(LogObj, Fatal,TEXT("Renaming an object (%s) on top of an existing object (%s) is not allowed"), *GetFullName(), *ExistingObject->GetFullName());" is hit in UObject::Rename. 

Steps to Reproduce

Steps: Start a new blank BP project.

  1. Create class Alpha, extend it with child Beta.
  1. In Alpha, add a component, call it 'Crash'. Compile, save.
  1. In Beta, add a component, call it 'NoCrash'. Compile, save.
  1. In Alpha, delete 'Crash'. Do not compile, do not save, do not close window.
  1. In Beta tab, (Crash should still be visible) rename 'NoCrash' to 'Crash'.

Notice crash.

Callstack

> [Inline Frame] UE4Editor-CoreUObject.dll!UObject::Rename::__l46::<lambda_13400be3774397a0129b347db53d1fcb>::operator()() Line 202 C++
UE4Editor-CoreUObject.dll!UObject::Rename(const wchar_t * InName, UObject * NewOuter, unsigned int Flags) Line 202 C++
UE4Editor-Engine.dll!UActorComponent::Rename(const wchar_t * InName, UObject * NewOuter, unsigned int Flags) Line 299 C++
UE4Editor-Engine.dll!USCS_Node::RenameComponentTemplate(UActorComponent * ComponentTemplate, const FName & NewName) Line 359 C++
UE4Editor-Engine.dll!USCS_Node::SetVariableName(const FName & NewName, bool bRenameTemplate) Line 391 C++
UE4Editor-UnrealEd.dll!FBlueprintEditorUtils::RenameComponentMemberVariable(UBlueprint * Blueprint, USCS_Node * Node, const FName NewName) Line 4581 C++
UE4Editor-Kismet.dll!FSCSEditorTreeNodeComponent::OnCompleteRename(const FText & InNewName) Line 1339 C++
UE4Editor-Kismet.dll!SSCS_RowWidget::OnNameTextCommit(const FText & InNewName, ETextCommit::Type InTextCommit) Line 3219 C++
[Inline Frame] UE4Editor-Kismet.dll!TMemberFunctionCaller<SSCS_RowWidget,void (__cdecl SSCS_RowWidget::*)(FText const &,enum ETextCommit::Type)>::operator()(const FText &) Line 156 C++
[Inline Frame] UE4Editor-Kismet.dll!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter(TMemberFunctionCaller<SSCS_RowWidget,void (__cdecl SSCS_RowWidget::*)(FText const &,enum ETextCommit::Type)> &&) Line 285 C++
[Inline Frame] UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,SSCS_RowWidget,0,TTypeWrapper<void> __cdecl(FText const &,enum ETextCommit::Type)>::Execute(const FText &) Line 293 C++
UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,SSCS_RowWidget,0,void __cdecl(FText const &,enum ETextCommit::Type)>::ExecuteIfSafe(const FText & <Params_0>, ETextCommit::Type <Params_1>) Line 369 C++
UE4Editor-Slate.dll!SInlineEditableTextBlock::OnTextBoxCommitted(const FText & InText, ETextCommit::Type InCommitType) Line 313 C++
[Inline Frame] UE4Editor-Slate.dll!TMemberFunctionCaller<SInlineEditableTextBlock,void (__cdecl SInlineEditableTextBlock::*)(FText const &,enum ETextCommit::Type)>::operator()(const FText &) Line 156 C++
[Inline Frame] UE4Editor-Slate.dll!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter(TMemberFunctionCaller<SInlineEditableTextBlock,void (__cdecl SInlineEditableTextBlock::*)(FText const &,enum ETextCommit::Type)> &&) Line 285 C++
[Inline Frame] UE4Editor-Slate.dll!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,TTypeWrapper<void> __cdecl(FText const &,enum ETextCommit::Type)>::Execute(const FText &) Line 293 C++
UE4Editor-Slate.dll!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,void __cdecl(FText const &,enum ETextCommit::Type)>::ExecuteIfSafe(const FText & <Params_0>, ETextCommit::Type <Params_1>) Line 369 C++
UE4Editor-Slate.dll!FSlateEditableTextLayout::HandleCarriageReturn() Line 1496 C++
UE4Editor-Slate.dll!FSlateEditableTextLayout::HandleKeyDown(const FKeyEvent & InKeyEvent) Line 953 C++
UE4Editor-Slate.dll!SEditableText::OnKeyDown(const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent) Line 210 C++
[Inline Frame] UE4Editor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l31::<lambda_21fddcfe5d8b6e57b707a8971995adc5>::operator()(const FArrangedWidget &) Line 5251 C++
UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_21fddcfe5d8b6e57b707a8971995adc5> >(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l31::<lambda_21fddcfe5d8b6e57b707a8971995adc5> & Lambda) Line 273 C++
[Inline Frame] UE4Editor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 254 C++
UE4Editor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 5247 C++
UE4Editor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 5155 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1715 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) Line 2332 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1560 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 790 C++

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-82407 in the post.

2
Login to Vote

Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.224.23
Target Fix4.24
Fix Commit9935327
Main Commit9939790
Release Commit9935327
CreatedOct 24, 2019
ResolvedOct 31, 2019
UpdatedJan 25, 2021