Description

The UMG editor will compile as if the blueprints is valid if you make "Get Text" node from a TextBlock variable, delete it and create a EditableText variable with the same name. When running a scene that uses that blueprint the engine crashes when it hits the GetText node.

If you reopen the project it will throw an error when you open the widget with the error.

Found in 4.23.1 CL#9631420
Reproduced in 4.24.1 CL#10756747, 4.25 Main CL#10868506

Steps to Reproduce

1. Open the Editor.
2. Create a new widget blueprint.
2. Add a TextBlock to the Designer Tab.
3. Name the new TextBlock "New".
4. Create the blueprints in the attached image. Specifically, the GetText node needs to called.
5. Save and compile the widgblueprint.
6. Delete the TextBlock named "New".
7. Create a EditableText and name it New.
8. Save and compile the widget blueprint.
9. Open the level blueprint and add it the viewport on beginplay.
10. Play the scene.

Results: The Editor crashes.

Expected: The Editor throws an error in the widget blueprint.

Callstack
Unhandled exception

UE4Editor_Slate!TAttribute<FText>::Get() [d:\build\++ue4\sync\engine\source\runtime\core\public\misc\attribute.h:130]
UE4Editor_UMG!UTextBlock::execGetText() [d:\build\++ue4\sync\engine\source\runtime\umg\public\components\textblock.h:24]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4723]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:927]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2763]
UE4Editor_CoreUObject!UObject::execLet() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2548]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:997]
UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:828]
UE4Editor_CoreUObject!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1056]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:997]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1081]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4723]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1912]
UE4Editor_UMG!UUserWidget::NativeConstruct() [d:\build\++ue4\sync\engine\source\runtime\umg\private\userwidget.cpp:1462]
UE4Editor_UMG!UWidget::TakeWidget_Private() [d:\build\++ue4\sync\engine\source\runtime\umg\private\components\widget.cpp:805]
UE4Editor_UMG!UWidget::TakeWidget() [d:\build\++ue4\sync\engine\source\runtime\umg\private\components\widget.cpp:722]
UE4Editor_UMG!UUserWidget::AddToScreen() [d:\build\++ue4\sync\engine\source\runtime\umg\private\userwidget.cpp:1076]
UE4Editor_UMG!UUserWidget::execAddToViewport() [d:\build\++ue4\sync\engine\source\runtime\umg\public\blueprint\userwidget.h:208]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4723]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:927]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2763]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:997]
UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:828]
UE4Editor_CoreUObject!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1056]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:997]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1081]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4723]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1912]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:770]
UE4Editor_Engine!AActor::BeginPlay() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:3377]
UE4Editor_Engine!AActor::DispatchBeginPlay() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:3337]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4\sync\engine\source\runtime\engine\private\worldsettings.cpp:255]
UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gamestatebase.cpp:179]
UE4Editor_Engine!UWorld::BeginPlay() [d:\build\++ue4\sync\engine\source\runtime\engine\private\world.cpp:4065]
UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameinstance.cpp:412]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:3482]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:2589]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:1299]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1552]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:407]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:4257]
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:147]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:279]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Fixed
ComponentUE - Editor - UI Systems
Affects Versions4.23.14.24.14.25
Target Fix4.26
Fix Commit12780963
Main Commit13519561
CreatedDec 26, 2019
ResolvedApr 14, 2020
UpdatedJul 18, 2020