Description

Mousing over a softclasspath pin from a struct while debugging a Blueprint can lead to a crash. 

Steps to Reproduce

See linked UDN post for sample project and detailed repro steps.

[UDN|https://udn.unrealengine.com/questions/565509/view.html]

Callstack
> [Inline Frame] UE4Editor-Core.dll!FGenericPlatformMemory::OnOutOfMemory::__l42::<lambda_f7631730fe7dc429510a4586e0a7b186>::operator()() Line 186 C++
 UE4Editor-Core.dll!FGenericPlatformMemory::OnOutOfMemory(unsigned __int64 Size, unsigned int Alignment) Line 186 C++
 [Inline Frame] UE4Editor-Core.dll!FMallocTBB::OutOfMemory(unsigned __int64) Line 41 C++
 UE4Editor-Core.dll!FMallocTBB::Realloc(void * Ptr, unsigned __int64 NewSize, unsigned int Alignment) Line 128 C++
 UE4Editor-Core.dll!FMemory::Realloc(void * Original, unsigned __int64 Count, unsigned int Alignment) Line 56 C++
 [Inline Frame] UE4Editor-Core.dll!TSizedHeapAllocator<32>::ForAnyElementType::ResizeAllocation(int) Line 414 C++
 UE4Editor-Core.dll!TArray<wchar_t,TSizedDefaultAllocator<32> >::ResizeForCopy(int NewMax, int PrevMax) Line 2500 C++
 [Inline Frame] UE4Editor-Core.dll!TArray<wchar_t,TSizedDefaultAllocator<32> >::CopyToEmpty(const wchar_t *) Line 2526 C++
 [Inline Frame] UE4Editor-Core.dll!TArray<wchar_t,TSizedDefaultAllocator<32> >::\{ctor}(const TArray<wchar_t,TSizedDefaultAllocator<32> > &) Line 341 C++
 UE4Editor-Core.dll!FString::FString(const FString & __that) Line 1896 C++
 [Inline Frame] UE4Editor-CoreUObject.dll!FSoftObjectPath::\{ctor}(const FSoftObjectPath &) Line 23 C++
 UE4Editor-CoreUObject.dll!USoftObjectProperty::ExportTextItem(FString & ValueStr, const void * PropertyValue, const void * DefaultValue, UObject * Parent, int PortFlags, UObject * ExportRootScope) Line 98 C++
 UE4Editor-CoreUObject.dll!UProperty::ExportText_Direct(FString & ValueStr, const void * Data, const void * Delta, UObject * Parent, int PortFlags, UObject * ExportRootScope) Line 732 C++
 [Inline Frame] UE4Editor-UnrealEd.dll!UProperty::ExportText_InContainer(int Data, FString & Delta, const void * Parent, const void *) Line 334 C++
 UE4Editor-UnrealEd.dll!FKismetDebugUtilities::GetWatchText(FString & OutWatchText, UBlueprint * Blueprint, UObject * ActiveObject, const UEdGraphPin * WatchPin) Line 1130 C++
 UE4Editor-BlueprintGraph.dll!UK2Node::GetPinHoverText(const UEdGraphPin & Pin, FString & HoverTextOut) Line 1802 C++
 UE4Editor-GraphEditor.dll!SGraphPin::GetTooltipText() Line 1131 C++
 [Inline Frame] UE4Editor-GraphEditor.dll!TMemberFunctionCaller<SGraphPin,FText (__cdecl SGraphPin::*)(void)const >::operator()() Line 156 C++
 [Inline Frame] UE4Editor-GraphEditor.dll!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter(TMemberFunctionCaller<SGraphPin,FText (__cdecl SGraphPin::*)(void)const > &&) Line 285 C++
 UE4Editor-GraphEditor.dll!TBaseSPMethodDelegateInstance<1,SGraphPin,0,FText __cdecl(void)>::Execute() Line 293 C++
 [Inline Frame] UE4Editor-Slate.dll!TBaseDelegate<FText>::Execute() Line 586 C++
 UE4Editor-Slate.dll!TAttribute<FText>::Get() Line 137 C++
 UE4Editor-Slate.dll!SToolTip::IsEmpty() Line 87 C++
 UE4Editor-Slate.dll!FSlateUser::UpdateTooltip(const FMenuStack & MenuStack, bool bCanSpawnNewTooltip) Line 1095 C++
 [Inline Frame] UE4Editor-Slate.dll!UE4Function_Private::TFunctionRefBase<UE4Function_Private::FFunctionRefStoragePolicy,void __cdecl(FSlateUser &)>::operator()(FSlateUser &) Line 676 C++
 [Inline Frame] UE4Editor-Slate.dll!FSlateApplication::ForEachUser(TFunctionRef<void __cdecl(FSlateUser &)>) Line 3798 C++
 UE4Editor-Slate.dll!FSlateApplication::TickApplication(ESlateTickType TickType, float DeltaTime) Line 1398 C++
 UE4Editor-Slate.dll!FSlateApplication::Tick(ESlateTickType TickType) Line 1350 C++
 UE4Editor-Slate.dll!FSlateApplication::EnterDebuggingMode() Line 3287 C++
 UE4Editor-UnrealEd.dll!FKismetDebugUtilities::AttemptToBreakExecution(UBlueprint * BlueprintObj, const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info, UEdGraphNode * NodeStoppedAt, int DebugOpcodeOffset) Line 722 C++
 UE4Editor-UnrealEd.dll!FKismetDebugUtilities::OnScriptException(const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 352 C++
 [Inline Frame] UE4Editor-UnrealEd.dll!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter(void(*)(const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 285 C++
 [Inline Frame] UE4Editor-UnrealEd.dll!TBaseStaticDelegateInstance<TTypeWrapper<void> __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &)>::Execute(const UObject *) Line 801 C++
 UE4Editor-UnrealEd.dll!TBaseStaticDelegateInstance<void __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &)>::ExecuteIfSafe(const UObject * <Params_0>, const FFrame & <Params_1>, const FBlueprintExceptionInfo & <Params_2>) Line 854 C++
 [Inline Frame] UE4Editor-CoreUObject.dll!TBaseMulticastDelegate<void,UObject const *,FFrame const &,FBlueprintExceptionInfo const &>::Broadcast(const UObject *) Line 1013 C++
 UE4Editor-CoreUObject.dll!FBlueprintCoreDelegates::ThrowScriptException(const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 184 C++
 UE4Editor-CoreUObject.dll!UObject::execBreakpoint(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2191 C++
 [Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++
 UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 997 C++
 UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 828 C++
 UE4Editor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1056 C++
 [Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++
 UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Z_Param__Result, bool bCanFailSilently) Line 2792 C++
 [Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++
 UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 997 C++
 UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 828 C++
 UE4Editor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1056 C++
 [Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++
 UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 997 C++
 UE4Editor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1081 C++
 UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 4907 C++
 UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1912 C++
 UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 795 C++
 UE4Editor-Engine.dll!AActor::BeginPlay() Line 3468 C++
 UE4Editor-Engine.dll!AActor::DispatchBeginPlay(bool bFromLevelStreaming) Line 3384 C++
 UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() Line 246 C++
 UE4Editor-Engine.dll!AGameStateBase::HandleBeginPlay() Line 179 C++
 UE4Editor-Engine.dll!UWorld::BeginPlay() Line 4126 C++
 UE4Editor-Engine.dll!UGameInstance::StartPlayInEditorGameInstance(ULocalPlayer * LocalPlayer, const FGameInstancePIEParameters & Params) Line 433 C++
 UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance(int InPIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode, bool bRunAsDedicated, bool bPlayStereoscopic, float PIEStartTime) Line 3570 C++
 UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor(UWorld * InWorld, bool bInSimulateInEditor, FPlayInEditorOverrides Overrides) Line 2613 C++
 UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 1303 C++
 UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1600 C++
 UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 410 C++
 UE4Editor.exe!FEngineLoop::Tick() Line 4485 C++
 [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++
 UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 173 C++
 UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 252 C++

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Cannot Reproduce
ComponentUE - Gameplay - Blueprint Editor
Affects Versions4.24
Target Fix4.25
CreatedMar 26, 2020
ResolvedMar 30, 2020
UpdatedMar 31, 2020