Mousing over a softclasspath pin from a struct while debugging a Blueprint can lead to a crash.
See linked UDN post for sample project and detailed repro steps.
[UDN|https://udn.unrealengine.com/questions/565509/view.html]
> [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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-91209 in the post.
0 |
Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 4.24 |
Target Fix | 4.25 |
Created | Mar 26, 2020 |
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Resolved | Mar 30, 2020 |
Updated | Mar 31, 2020 |