Description

User comment: "Crash at compile array blueprint"

Error Message

Assertion failed: Tag.Size == Loaded [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp] [Line: 1478]
Steps to Reproduce

No known steps to reproduce

Callstack
ntdll!12f40000  + 9c0f4
KERNELBASE!10000000  + 38b03
UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1398]
UE4Editor!static `GuardedMainWrapper'::`1'::filt$0() [LaunchWindows.cpp:140]
VCRUNTIME140!fa060000  + dfc0
ntdll!12f40000  + a11cf
ntdll!12f40000  + 6a209
ntdll!12f40000  + 69fc3
KERNELBASE!10000000  + 3a799
UE4Editor-Core!ReportAssert(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1451]
UE4Editor-Core!?Serialize@FWindowsErrorOutputDevice@@UEAAXPEB_WW4Type@ELogVerbosity@@AEBVFName@@@Z  [WindowsErrorOutputDevice.cpp:78]
UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:61]
UE4Editor-Core!static void AssertFailedImplV(const char *, const char *, int, const wchar_t *, char *) [AssertionMacros.cpp:100]
UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:450]
UE4Editor-CoreUObject!UStruct::SerializeVersionedTaggedProperties(FStructuredArchiveSlot,unsigned char *,UStruct *,unsigned char *,UObject const *) [Class.cpp:1478]
UE4Editor-CoreUObject!UStruct::SerializeTaggedProperties(FStructuredArchiveSlot,unsigned char *,UStruct *,unsigned char *,UObject const *) [Class.cpp:1266]
UE4Editor-CoreUObject!UObject::SerializeScriptProperties(FStructuredArchiveSlot) [Obj.cpp:1438]
UE4Editor-CoreUObject!UObject::Serialize(FStructuredArchiveRecord) [Obj.cpp:1358]
UE4Editor-CoreUObject!UObject::Serialize(FArchive &) [Obj.cpp:1247]
UE4Editor-Engine!AActor::Serialize(FArchive &) [Actor.cpp:665]
UE4Editor-Engine!UEngine::CopyPropertiesForUnrelatedObjects(UObject *,UObject *,UEngine::FCopyPropertiesForUnrelatedObjectsParams) [UnrealEngine.cpp:14329]
UE4Editor-UnrealEd!FBlueprintCompileReinstancer::CopyPropertiesForUnrelatedObjects(UObject *,UObject *,bool) [KismetReinstanceUtilities.cpp:2387]
UE4Editor-Kismet!FBlueprintCompilationManagerImpl::ReinstanceBatch(TArray<FReinstancingJob,TSizedDefaultAllocator<32> > &,TMap<UClass *,UClass *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,UClass *,0> > &,FUObjectSerializeContext *) [BlueprintCompilationManager.cpp:2009]
UE4Editor-Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl(bool,TArray<UBlueprint *,TSizedDefaultAllocator<32> > *,TArray<UBlueprint *,TSizedDefaultAllocator<32> > *,FUObjectSerializeContext *) [BlueprintCompilationManager.cpp:1358]
UE4Editor-Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl(FBPCompileRequestInternal const &) [BlueprintCompilationManager.cpp:263]
UE4Editor-Kismet!FBlueprintCompilationManager::CompileSynchronously(FBPCompileRequest const &) [BlueprintCompilationManager.cpp:3036]
UE4Editor-UnrealEd!?CompileBlueprint@FKismetEditorUtilities@@SAXPEAVUBlueprint@@W4EBlueprintCompileOptions@@PEAVFCompilerResultsLog@@@Z  [Kismet2.cpp:754]
UE4Editor-Kismet!FBlueprintEditor::Compile() [BlueprintEditor.cpp:3474]
UE4Editor-Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void >::ExecuteIfSafe() [DelegateInstancesImpl.h:374]
UE4Editor-Slate!FUICommandList::ExecuteAction(TSharedRef<FUICommandInfo const ,0>) [UICommandList.cpp:102]
UE4Editor-Slate!SToolBarButtonBlock::OnClicked() [SToolBarButtonBlock.cpp:302]
UE4Editor-Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply >::Execute() [DelegateInstancesImpl.h:298]
UE4Editor-Slate!SButton::ExecuteOnClick() [SButton.cpp:385]
UE4Editor-Slate!SButton::OnMouseButtonUp(FGeometry const &,FPointerEvent const &) [SButton.cpp:304]
UE4Editor-Slate!static class FReply FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_cc5aea9e7377b04ce85c30c65ec3889b> >(class FSlateApplication *, class FEventRouter::FToLeafmostPolicy, struct FPointerEvent, const class FSlateApplication::RoutePointerUpEvent::__l8::<lambda_cc5aea9e7377b04ce85c30c65ec3889b> & const) [SlateApplication.cpp:372]
UE4Editor-Slate!FSlateApplication::RoutePointerUpEvent(FWidgetPath const &,FPointerEvent const &) [SlateApplication.cpp:4675]
UE4Editor-Slate!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent const &) [SlateApplication.cpp:5198]
UE4Editor-Slate!?OnMouseUp@FSlateApplication@@UEAA_NW4Type@EMouseButtons@@UFVector2D@@@Z  [SlateApplication.cpp:5166]
UE4Editor-ApplicationCore!FWindowsApplication::ProcessDeferredMessage(FDeferredWindowsMessage const &) [WindowsApplication.cpp:2133]
UE4Editor-ApplicationCore!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> &,HWND__ *,unsigned int,unsigned __int64,__int64,int,int,unsigned int) [WindowsApplication.cpp:2585]
UE4Editor-ApplicationCore!FWindowsApplication::ProcessMessage(HWND__ *,unsigned int,unsigned __int64,__int64) [WindowsApplication.cpp:1809]
UE4Editor-ApplicationCore!FWindowsApplication::AppWndProc(HWND__ *,unsigned int,unsigned __int64,__int64) [WindowsApplication.cpp:852]
USER32!11d70000  + 15c0d
USER32!11d70000  + 15602
UE4Editor-ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages(bool) [WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [LaunchEngineLoop.cpp:4762]
UE4Editor!GuardedMain(wchar_t const *) [Launch.cpp:169]
UE4Editor!GuardedMainWrapper(wchar_t const *) [LaunchWindows.cpp:137]

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-93461 in the post.

1
Login to Vote

Cannot Reproduce
ComponentUE - Gameplay - Blueprint
Affects Versions4.254.25.4
Target Fix4.26
Fix Commit4.26
CreatedMay 22, 2020
ResolvedNov 20, 2020
UpdatedFeb 2, 2021