The engine crashes when trying to automatically create a type conversion node when they are used a key for a map.
Found in 4.24 CL#10570792
Reproduced in 4.25 Main CL# 10646676
1. Open a project.
2. Create a blueprint actor.
3. Create a blueprint Map<Vector, Enum>
4. Create a "Find" node linked to the Map
5. Split the AxisVector Key pin into subvalues
6. Attempt to link an int value to one of the split sub values.
Result: The engine crashes.
Expected: The type conversion node is created and the engine doesn't crash.
LoginId:9a8d08644d702ac44f074090ac311686 EpicAccountId:580fb2844ad145d79dff08f42acea7c6 Assertion failed: OwningNode [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphPin.h] [Line: 474] UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:105] UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:455] UE4Editor_Engine!UEdGraphSchema::TryCreateConnection() [d:\build\++ue4\sync\engine\source\runtime\engine\private\edgraph\edgraphschema.cpp:455] UE4Editor_BlueprintGraph!UEdGraphSchema_K2::TryCreateConnection() [d:\build\++ue4\sync\engine\source\editor\blueprintgraph\private\edgraphschema_k2.cpp:2418] UE4Editor_GraphEditor!FDragConnection::DroppedOnPin() [d:\build\++ue4\sync\engine\source\editor\grapheditor\private\dragconnection.cpp:212] UE4Editor_GraphEditor!SGraphPin::OnDrop() [d:\build\++ue4\sync\engine\source\editor\grapheditor\private\sgraphpin.cpp:779] UE4Editor_Slate!<lambda_f9d2cc83d0c8ff4abca8bcb499abd2a2>::operator()() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4672] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_f9d2cc83d0c8ff4abca8bcb499abd2a2> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:372] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4668] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5140] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5108] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1958] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2410] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1638] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:789] user32 user32 UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:130] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:4397] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:173] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:263] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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-85698 in the post.
6 |
Component | UE - Gameplay - Blueprint Editor |
---|---|
Affects Versions | 4.24, 4.25 |
Target Fix | 4.24.2 |
Created | Dec 11, 2019 |
---|---|
Resolved | Dec 18, 2019 |
Updated | Jan 26, 2021 |