When using an Optional Name parameter in Create Dynamic Material Instance while using the same Optional Name twice in UMG the engine crashes.
I have tested this in a actor blueprint that applies the texture to a cube mesh and their isn't a crash.
Found in 4.24.2 CL#11100242
Reproduced in 4.23.1 CL#9631420, 4.26 Main CL#11421855
Result: Engine crashes.
Expected: Engine doesn't crash.
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Assertion failed: MaterialObjectWeakPtr.IsValid(bEvenIfPendingKill, bThreadSafe) [Link Removed] [Line: 101] Material UiMaterial has become invalid. This means the resource was garbage collected while slate was using it
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_SlateRHIRenderer!DispatchCheckVerify<void,<lambda_a21d876fe726a83b877fc869f570fe39> >() [d:\build\++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:167]
UE4Editor_SlateRHIRenderer!FSlateMaterialResource::CheckForStaleResources() [d:\build\++ue4\sync\engine\source\runtime\slaterhirenderer\private\slatematerialresource.cpp:101]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderingPolicy::DrawElements() [d:\build\++ue4\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderingpolicy.cpp:1025]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:871]
UE4Editor_SlateRHIRenderer!TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`26'::SlateDrawWindowsCommandName,<lambda_2a9c0a9fed59e8507bcd2f8c06e1febe> >::DoTask() [d:\build\++ue4\sync\engine\source\runtime\rendercore\public\renderingthread.h:198]
UE4Editor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`26'::SlateDrawWindowsCommandName,<lambda_2a9c0a9fed59e8507bcd2f8c06e1febe> > >::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:583]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:340]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:471]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-88855 in the post.
3 |
Component | UE - Editor - UI Systems |
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Affects Versions | 4.23.1, 4.24.2, 4.26 |
Created | Feb 17, 2020 |
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Resolved | Sep 17, 2020 |
Updated | Sep 17, 2020 |