Description

LogAutomationController: Error: LogEditCondition: WorldSettings - EditCondition attempted to use an invalid operand "WorldPartition".

Steps to Reproduce
  • Enable the "Editor Tests" plugin.
  • Go to Tools > Automation.
  • Run the System > Physics > Collision > ComponentSweepMulti test.
  • This should fail on the first run.
Callstack
UnrealEditor-PropertyEditor.dll!ApplyPropertyIsNull(const EditConditionParserTokens::FPropertyToken & Property, const IEditConditionContext & Context, bool bNegate) Line 244	C++
[Inline Frame] UnrealEditor-PropertyEditor.dll!FEditConditionParser::{ctor}::__l2::<lambda>(const EditConditionParserTokens::FPropertyToken &) Line 697	C++
UnrealEditor-PropertyEditor.dll!Impl::WrapBinaryFunction::__l2::<lambda>(const FExpressionNode & InLeftOperand, const FExpressionNode & InRightOperand, const IEditConditionContext * Context) Line 142	C++
[Inline Frame] UnrealEditor-PropertyEditor.dll!Invoke(Impl::WrapBinaryFunction::__l2::TValueOrError<FExpressionNode,FExpressionError> <lambda>(const FExpressionNode &, const FExpressionNode &, const IEditConditionContext *) &) Line 47	C++
UnrealEditor-PropertyEditor.dll!UE::Core::Private::Function::TFunctionRefCaller<TValueOrError<FExpressionNode,FExpressionError> <lambda>(const FExpressionNode &, const FExpressionNode &, const IEditConditionContext *),TValueOrError<FExpressionNode,FExpressionError> __cdecl(FExpressionNode const &,FExpressionNode const &,IEditConditionContext const *)>::Call(void * Obj, const FExpressionNode & <Params_0>, const FExpressionNode & <Params_1>, const IEditConditionContext * & <Params_2>) Line 465	C++
[Inline Frame] UnrealEditor-PropertyEditor.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<0>,TValueOrError<FExpressionNode,FExpressionError> __cdecl(FExpressionNode const &,FExpressionNode const &,IEditConditionContext const *)>::operator()(const FExpressionNode & <Params_2>, const FExpressionNode &) Line 602	C++
UnrealEditor-PropertyEditor.dll!TOperatorJumpTable<IEditConditionContext>::ExecBinary(const FExpressionToken & Operator, const FExpressionToken & L, const FExpressionToken & R, const IEditConditionContext * Context) Line 193	C++
UnrealEditor-PropertyEditor.dll!TOperatorEvaluationEnvironment<IEditConditionContext>::ExecBinary(const FExpressionToken & Operator, const FExpressionToken & L, const FExpressionToken & R) Line 406	C++
UnrealEditor-Core.dll!ExpressionParser::Evaluate(const TArray<FCompiledToken,TSizedDefaultAllocator<32>> & CompiledTokens, const IOperatorEvaluationEnvironment & InEnvironment) Line 728	C++
[Inline Frame] UnrealEditor-PropertyEditor.dll!ExpressionParser::Evaluate(const TArray<FCompiledToken,TSizedDefaultAllocator<32>> &) Line 51	C++
UnrealEditor-PropertyEditor.dll!FEditConditionParser::Evaluate(const FEditConditionExpression & Expression, const IEditConditionContext & Context) Line 720	C++
UnrealEditor-PropertyEditor.dll!FPropertyNode::IsEditConditionMet() Line 977	C++
[Inline Frame] UnrealEditor-PropertyEditor.dll!FPropertyEditor::IsEditConditionMet() Line 495	C++
UnrealEditor-PropertyEditor.dll!FDetailPropertyRow::GetPropertyVisibility() Line 628	C++
UnrealEditor-PropertyEditor.dll!FDetailLayoutCustomization::IsHidden() Line 77	C++
UnrealEditor-PropertyEditor.dll!FDetailItemNode::GetVisibility() Line 480	C++
UnrealEditor-PropertyEditor.dll!FDetailCategoryImpl::FilterNode(const FDetailFilter & InFilter) Line 1095	C++
UnrealEditor-PropertyEditor.dll!FDetailLayoutBuilderImpl::FilterDetailLayout(const FDetailFilter & InFilter) Line 465	C++
UnrealEditor-PropertyEditor.dll!SDetailsViewBase::UpdateFilteredDetails() Line 1393	C++
UnrealEditor-PropertyEditor.dll!FDetailCategoryImpl::RefreshTree(bool bRefilterCategory) Line 601	C++
UnrealEditor-PropertyEditor.dll!FDetailItemNode::GenerateChildren(bool bUpdateFilteredNodes) Line 414	C++
[Inline Frame] UnrealEditor-PropertyEditor.dll!Invoke(void(FDetailItemNode::*)(bool)) Line 66	C++
[Inline Frame] UnrealEditor-PropertyEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int,0>,bool>::ApplyAfter(void(FDetailItemNode::*)(bool) &) Line 327	C++
UnrealEditor-PropertyEditor.dll!TBaseSPMethodDelegateInstance<0,FDetailItemNode,1,void __cdecl(void),FDefaultDelegateUserPolicy,bool>::ExecuteIfSafe() Line 307	C++
[Inline Frame] UnrealEditor-DetailCustomizations.dll!Invoke(void(FLightmapCustomNodeBuilder::*)(unsigned int)) Line 66	C++
[Inline Frame] UnrealEditor-DetailCustomizations.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FLightmapCustomNodeBuilder::*)(unsigned int) &) Line 327	C++
UnrealEditor-DetailCustomizations.dll!TBaseSPMethodDelegateInstance<0,FLightmapCustomNodeBuilder,1,void __cdecl(unsigned int),FDefaultDelegateUserPolicy>::ExecuteIfSafe(unsigned int <Params_0>) Line 307	C++
UnrealEditor-UnrealEd.dll!TMulticastDelegate<void __cdecl(unsigned int),FDefaultDelegateUserPolicy>::Broadcast(unsigned int <Params_0>) Line 967	C++
UnrealEditor-UnrealEd.dll!UEditorEngine::NewMap(bool bIsPartitionedWorld) Line 2317	C++
UnrealEditor-EditorTests.dll!FComponentSweepMultiTest::RunTest(const FString & Parameters) Line 153	C++
UnrealEditor-Core.dll!FAutomationTestFramework::InternalStartTest(const FString & InTestToRun) Line 773	C++
UnrealEditor-Core.dll!FAutomationTestFramework::StartTestByName(const FString & InTestToRun, const int InRoleIndex) Line 386	C++
UnrealEditor-AutomationWorker.dll!FAutomationWorkerModule::HandleRunTestsMessage(const FAutomationWorkerRunTests & Message, const TSharedRef<IMessageContext,1> & Context) Line 587	C++
UnrealEditor-AutomationWorker.dll!TRawMessageHandler<FAutomationWorkerRunTests,FAutomationWorkerModule>::HandleMessage(const TSharedRef<IMessageContext,1> & Context) Line 103	C++
[Inline Frame] UnrealEditor-AutomationWorker.dll!FMessageEndpoint::ProcessMessage(const TSharedRef<IMessageContext,1> &) Line 998	C++
UnrealEditor-AutomationWorker.dll!FMessageEndpoint::ProcessInbox() Line 425	C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5437	C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 62	C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 186	C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 272	C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330	C++

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Duplicate
CreatedMay 13, 2022
ResolvedMay 13, 2022
UpdatedMay 16, 2022
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