Description

Re-ording the Transformpass array results in a crash of the engine.

 

Link to repro video:

 

[Link Removed]

Steps to Reproduce
  1. Download attached test project
  2. Open "test" map
  3. Select Media_plate1
  4. Add transform passes and apply a custom material
  5. Rename transform pass and then reorder the array
  6. Press play

Result: Crash

 

Expected: No Crash

Callstack

Assertion failed: !FUObjectThreadContext::Get().IsRoutingPostLoad [Link Removed] [Line: 1755] Cannot call UnrealScript (CompositingElementMaterialPass /Game/UEDPIE_0_test.test:PersistentLevel.media_plate1.CompositingElementMaterialPass_3 - Function /Script/Composure.CompositingElementPass:Reset) while PostLoading objects

UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:100]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:450]
UE4Editor_CoreUObject!<lambda_a86edbc9ddf60644a5485e3f3b2ad531>::operator()() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1755]
UE4Editor_CoreUObject!UObject::ProcessEvent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1755]
UE4Editor_Composure!CompositingElement_Impl::RefreshInternalPassList<UCompositingElementTransform,enum ECompPassConstructionType>() [D:\Build\++UE4+Licensee\Sync\Engine\Plugins\Compositing\Composure\Source\Composure\Private\CompositingElement.cpp:105]
UE4Editor_Composure!ACompositingElement::RefreshAllInternalPassLists() [D:\Build\++UE4+Licensee\Sync\Engine\Plugins\Compositing\Composure\Source\Composure\Private\CompositingElement.cpp:952]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1067]
UE4Editor_CoreUObject!StaticDuplicateObjectEx() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2110]
UE4Editor_CoreUObject!StaticDuplicateObject() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1961]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEWorldByDuplication() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2098]
UE4Editor_Engine!UGameInstance::InitializeForPlayInEditor() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:289]
UE4Editor_UnrealEd!UEditorEngine::CreateInnerProcessPIEGameInstance() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2652]
UE4Editor_UnrealEd!UEditorEngine::OnLoginPIEComplete_Deferred() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1474]
UE4Editor_UnrealEd!UEditorEngine::CreateNewPlayInEditorInstance() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1708]
UE4Editor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2580]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1089]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1016]
UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1611]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:414]
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4850]
UE4Editor!GuardedMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Fixed
ComponentRendering
Affects Versions4.24.34.25.3
Target Fix4.26
Fix Commit14612186
Release Commit14612186
CreatedAug 10, 2020
ResolvedOct 29, 2020
UpdatedApr 28, 2021