Description

Attempting to click on a node in a Transition Logic that has been opened in a new tab will cause a crash when the correlating State node and it's transition have been deleted from the State Machine. 

Reported in version 4.24.3(CL 11590370). Tested in versions 4.23.1(CL 9631420), 4.24, and 4.25.3(CL 13942748) with same results. 

Steps to Reproduce
  1. Create animation instance
  2. Create default state machine
  3. Create two nodes and connect them with a transition
    In the transition state editor, add any transition logic, this is irrelevant for the error.
  4. Leave the transition logic window open, back in the state machine, delete the state and transition
  5. Return to the transition logic window and try to highlight a node

Result: Editor crashes

Assertion failed: Result [Link Removed] [Line: 2102] FBlueprintEditorUtils::FindBlueprintForNodeChecked(/Game/NewAnimBlueprint.Transition:K2Node_VariableGet_0) failed to find a Blueprint.

Expected: Should close any open transition windows if those transitions or related states are deleted.

Callstack

VCRUNTIME140!d820000  + dfc0
ntdll!1e220000  + a11cf
ntdll!1e220000  + 6a209
ntdll!1e220000  + 69fc3
KERNELBASE!1b1a0000  + 3a719
UE4Editor-Core!ReportAssert(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1341]
UE4Editor-Core!?Serialize@FWindowsErrorOutputDevice@@UEAAXPEB_WW4Type@ELogVerbosity@@AEBVFName@@@Z  [WindowsErrorOutputDevice.cpp:79]
UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:71]
UE4Editor-Core!static void AssertFailedImplV(const char *, const char *, int, const wchar_t *, char *) [AssertionMacros.cpp:105]
UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:455]
UE4Editor-UnrealEd!static void DispatchCheckVerify<void,<lambda_9dff3c9b88b72f36de2b8ccf1320c98f> >(class FBlueprintEditorUtils::FindBlueprintForNodeChecked::__l6::<lambda_9dff3c9b88b72f36de2b8ccf1320c98f> *) [AssertionMacros.h:167]
UE4Editor-UnrealEd!FBlueprintEditorUtils::FindBlueprintForNodeChecked(UEdGraphNode const *) [BlueprintEditorUtils.cpp:2102]
UE4Editor-BlueprintGraph!UK2Node_Variable::GetJumpTargetForDoubleClick() [K2Node_Variable.cpp:1013]
UE4Editor-BlueprintGraph!UK2Node_Variable::CanJumpToDefinition() [K2Node_Variable.cpp:1032]
UE4Editor-Kismet!FBlueprintEditor::OnNodeDoubleClicked(UEdGraphNode *) [BlueprintEditor.cpp:7265]
UE4Editor-Kismet!bool TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(UEdGraphNode *) [DelegateInstancesImpl.h:369]
UE4Editor-GraphEditor!SGraphNode::OnMouseButtonDoubleClick(FGeometry const &,FPointerEvent const &) [SGraphNode.cpp:420]
UE4Editor-Slate!static class FReply FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_cde3b80cdb8a457b0f09fee78051d179> >(class FSlateApplication *, class FEventRouter::FBubblePolicy, struct FPointerEvent, const class FSlateApplication::RoutePointerDoubleClickEvent::__l2::<lambda_cde3b80cdb8a457b0f09fee78051d179> & const) [SlateApplication.cpp:372]
UE4Editor-Slate!FSlateApplication::RoutePointerDoubleClickEvent(FWidgetPath const &,FPointerEvent const &) [SlateApplication.cpp:5068]
UE4Editor-Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent(TSharedPtr<FGenericWindow,0> const &,FPointerEvent const &) [SlateApplication.cpp:5055]
UE4Editor-Slate!?OnMouseDoubleClick@FSlateApplication@@UEAA_NAEBV?$TSharedPtr@VFGenericWindow@@$0A@@@W4Type@EMouseButtons@@UFVector2D@@@Z  [SlateApplication.cpp:5021]
UE4Editor-ApplicationCore!FWindowsApplication::ProcessDeferredMessage(FDeferredWindowsMessage const &) [WindowsApplication.cpp:1962]
UE4Editor-ApplicationCore!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> &,HWND__ *,unsigned int,unsigned _int64,_int64,int,int,unsigned int) [WindowsApplication.cpp:2410]
UE4Editor-ApplicationCore!FWindowsApplication::ProcessMessage(HWND__ *,unsigned int,unsigned _int64,_int64) [WindowsApplication.cpp:1638]
UE4Editor-ApplicationCore!FWindowsApplication::AppWndProc(HWND__ *,unsigned int,unsigned _int64,_int64) [WindowsApplication.cpp:789]
USER32!1e040000  + 15c7d
USER32!1e040000  + 15672
UE4Editor-ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages(bool) [WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [LaunchEngineLoop.cpp:4397]
UE4Editor!GuardedMain(wchar_t const *,HINSTANCE__ *,HINSTANCE__ *,int) [Launch.cpp:173]
UE4Editor!GuardedMainWrapper(wchar_t const *,HINSTANCE__ *,HINSTANCE__ *,int) [LaunchWindows.cpp:134]
UE4Editor!WinMain  [LaunchWindows.cpp:263]
UE4Editor!static int __scrt_common_main_seh() [exe_common.inl:288]
KERNEL32!1d380000  + 17bd4
ntdll!1e220000  + 6ce51

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Fixed
ComponentUE - Anim - Runtime - Anim Blueprints
Affects Versions4.24.34.25.3
Target Fix4.26
Fix Commit14457962
Release Commit14457962
CreatedSep 8, 2020
ResolvedOct 9, 2020
UpdatedApr 28, 2021