Clicking the Closed Loop option in a new Spline Component results in the Editor crashing.
This only occurs in 4.8 Preview 1 (so far). 4.7.6 and Main appear to be working correctly.
RESULT:
The Editor crashes.
EXPECTED:
The check box is selected and the Editor continues running.
MachineId:926CC4CD4DE75FA30341E2895D619D6E
EpicAccountId:2c96fbce8ce344c99520cc9b8922f191
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: !bClosedLoop || NumPoints == 0 || (NumPoints >= 2 && SplineInfo.Points[0].OutVal == SplineInfo.Points[NumPoints - 1].OutVal) [File[Image Removed]:\Sour
KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\core\private\misc\outputdevice.cpp:360]
UE4Editor_Engine!USplineComponent::UpdateSpline() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\engine\private\components\splinecomponent.cpp:57]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\coreuobject\private\uobject\obj.cpp:686]
UE4Editor_CoreUObject!StaticDuplicateObjectEx() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1587]
UE4Editor_CoreUObject!StaticDuplicateObject() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1447]
UE4Editor_Engine!AActor::CreateComponentFromTemplate() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\engine\private\actorconstruction.cpp:586]
UE4Editor_Engine!USCS_Node::ExecuteNodeOnActor() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\engine\private\scs_node.cpp:53]
UE4Editor_Engine!USCS_Node::ExecuteNodeOnActor() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\engine\private\scs_node.cpp:119]
UE4Editor_Engine!USimpleConstructionScript::ExecuteScriptOnActor() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\engine\private\simpleconstructionscript.cpp:502]
UE4Editor_Engine!AActor::ExecuteConstruction() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\engine\private\actorconstruction.cpp:447]
UE4Editor_Engine!AActor::RerunConstructionScripts() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\engine\private\actorconstruction.cpp:347]
UE4Editor_Engine!UActorComponent::ConsolidatedPostEditChange() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\engine\private\components\actorcomponent.cpp:501]
UE4Editor_Engine!UActorComponent::PostEditChangeProperty() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\engine\private\components\actorcomponent.cpp:519]
UE4Editor_Engine!UPrimitiveComponent::PostEditChangeProperty() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\engine\private\components\primitivecomponent.cpp:561]
UE4Editor_CoreUObject!UObject::PropagatePostEditChange() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\coreuobject\private\uobject\obj.cpp:416]
UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\coreuobject\private\uobject\obj.cpp:341]
UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() [d:\source\unrealengine-4.8.0-preview-1\engine\source\editor\propertyeditor\private\propertynode.cpp:1973]
UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\source\unrealengine-4.8.0-preview-1\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:430]
UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\source\unrealengine-4.8.0-preview-1\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:297]
UE4Editor_PropertyEditor!FPropertyHandleBool::SetValue() [d:\source\unrealengine-4.8.0-preview-1\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2214]
UE4Editor_PropertyEditor!SPropertyEditorBool::OnCheckStateChanged() [d:\source\unrealengine-4.8.0-preview-1\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorbool.cpp:82]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,TTypeWrapper<void> __cdecl(enum ECheckBoxState)>::Execute() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,void __cdecl(enum ECheckBoxState)>::ExecuteIfSafe() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Slate!SCheckBox::ToggleCheckedState() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:334]
UE4Editor_Slate!SCheckBox::OnMouseButtonUp() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:232]
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator()() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4156]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:210]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4159]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4119]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\core\private\windows\windowsapplication.cpp:1406]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\core\private\windows\windowsapplication.cpp:1711]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\launch\private\launchengineloop.cpp:2319]
UE4Editor!GuardedMain() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\source\unrealengine-4.8.0-preview-1\engine\source\runtime\launch\private\windows\launchwindows.cpp:249]
Head over to the existing Questions & Answers thread and let us know what's up.