Description

Opening the USD blueprint with its sequence open will crash the editor.

Steps to Reproduce
  1. Open the USD Stage window (Window > Virtual Production > USD Stage)
  2. Create a new USD (File > New)
  3. Save the USD
  4. Create a new Blueprint class with USD Stage Actor as its parent, and save it
  5. Open the Blueprint and set its root layer to the USD created in #1
  6. Drag the BP into the level.
  7. Select the blueprint in the world outliner and open the Level Sequence by double clicking on it
  8. Navigate back to the BP class in the content browser and open it.

RESULT

The editor will crash.

Callstack
  1. UnrealEditor-Sequencer.dll!FSequencerNodeTree::Update() Line 442 C++
  2.  UnrealEditor-Sequencer.dll!SSequencer::UpdateLayoutTree() Line 2999 C++
  3.  UnrealEditor-Sequencer.dll!FSequencer::RefreshTree() Line 2332 C++
  4.  UnrealEditor-USDStage.dll!FUsdLevelSequenceHelperImpl::RefreshSequencer() Line 1718 C++
  5.  UnrealEditor-USDStage.dll!FUsdLevelSequenceHelperImpl::CreateTimeTrack(const FUsdLevelSequenceHelperImpl::FLayerTimeInfo & Info) Line 1028 C++
  6.  [Inline Frame] UnrealEditor-USDStage.dll!FUsdLevelSequenceHelperImpl::BindToUsdStageActor(AUsdStageActor *) Line 583 C++
  7.  UnrealEditor-USDStage.dll!FUsdLevelSequenceHelper::BindToUsdStageActor(AUsdStageActor * StageActor) Line 2586 C++
  8.  UnrealEditor-USDStage.dll!AUsdStageActor::ReloadAnimations() Line 1806 C++
  9.  UnrealEditor-USDStage.dll!AUsdStageActor::LoadUsdStage() Line 1637 C++
  10.  UnrealEditor-USDStage.dll!AUsdStageActor::PostRegisterAllComponents() Line 2142 C++
  11.  UnrealEditor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext * Context) Line 5097 C++
  12.  UnrealEditor-Engine.dll!AActor::RegisterAllComponents() Line 4983 C++
  13.  UnrealEditor-Engine.dll!AActor::PostSpawnInitialize(const UE::Math::TTransform<double> & UserSpawnTransform, AActor * InOwner, APawn * InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction) Line 3498 C++
  14.  UnrealEditor-Engine.dll!UWorld::SpawnActor(UClass * Class, const UE::Math::TTransform<double> * UserTransformPtr, const FActorSpawnParameters & SpawnParameters) Line 717 C++
  15.  UnrealEditor-Engine.dll!UWorld::SpawnActor(UClass * Class, const UE::Math::TVector<double> * Location, const UE::Math::TRotator<double> * Rotation, const FActorSpawnParameters & SpawnParameters) Line 438 C++
  16.  UnrealEditor-Kismet.dll!FBlueprintEditor::UpdatePreviewActor(UBlueprint * InBlueprint, bool bInForceFullUpdate) Line 9754 C++
  17.  UnrealEditor-Kismet.dll!FBlueprintEditor::Tick(float DeltaTime) Line 8783 C++
  18.  UnrealEditor-UnrealEd.dll!FTickableEditorObject::TickObjects(const float DeltaSeconds) Line 45 C++
  19.  UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1536 C++
  20.  UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 474 C++
  21.  UnrealEditor-DisplayClusterEditor.dll!UDisplayClusterEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 191 C++
  22.  UnrealEditor.exe!FEngineLoop::Tick() Line 5215 C++
  23.  [Inline Frame] UnrealEditor.exe!EngineTick() Line 62 C++
  24.  UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 183 C++
  25.  UnrealEditor.exe!GuardedMainWrapper(const wchar_t * CmdLine) Line 147 C++
  26.  UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 283 C++
  27.  UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330 C++

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Fixed
ComponentUE - Editor - Content Pipeline - USD
Affects Versions5.0
Target Fix5.1
Fix Commit19923292
Main Commit19923292
CreatedApr 13, 2022
ResolvedApr 26, 2022
UpdatedMay 6, 2022