Moving a property from a recently reparented BP to its new parent will assert in
FBlueprintCompileReinstancer::MoveDependentSkelToReinst at
ensure(PrevStructSize == NewStructSize)
This only seems to happen with non primitive types.
> [Inline Frame] UnrealEditor-UnrealEd.dll!FBlueprintCompileReinstancer::MoveDependentSkelToReinst::__l11::<lambda_2>::operator()() Line 1796 C++
UnrealEditor-UnrealEd.dll!FBlueprintCompileReinstancer::MoveDependentSkelToReinst(UClass * OwnerClass, TMap<UClass *,UClass *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,UClass *,0>> & NewSkeletonToOldSkeleton) Line 1796 C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl(bool bSuppressBroadcastCompiled, TArray<UBlueprint *,TSizedDefaultAllocator<32>> * BlueprintsCompiled, TArray<UBlueprint *,TSizedDefaultAllocator<32>> * BlueprintsCompiledOrSkeletonCompiled, FUObjectSerializeContext * InLoadContext) Line 1019 C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl(const FBPCompileRequestInternal & Request) Line 303 C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManager::CompileSynchronously(const FBPCompileRequest & Request) Line 3570 C++
UnrealEditor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint(UBlueprint * BlueprintObj, EBlueprintCompileOptions CompileFlags, FCompilerResultsLog * pResults) Line 785 C++
UnrealEditor-Kismet.dll!FBlueprintEditor::Compile() Line 4106 C++
[Inline Frame] UnrealEditor-Kismet.dll!Invoke(void(FBlueprintEditor::*)()) Line 66 C++
[Inline Frame] UnrealEditor-Kismet.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FBlueprintEditor::*)() &) Line 311 C++
UnrealEditor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 298 C++
UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() Line 570 C++
[Inline Frame] UnrealEditor-Slate.dll!FUIAction::Execute() Line 139 C++
UnrealEditor-Slate.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,1> InUICommandInfo) Line 117 C++
UnrealEditor-Slate.dll!SToolBarButtonBlock::OnClicked() Line 446 C++
[Inline Frame] UnrealEditor-Slate.dll!Invoke(FReply(SToolBarButtonBlock::*)()) Line 66 C++
[Inline Frame] UnrealEditor-Slate.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SToolBarButtonBlock::*)() &) Line 311 C++
UnrealEditor-Slate.dll!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 281 C++
UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 549 C++
UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 465 C++
UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 390 C++
[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_3>::operator()(const FArrangedWidget &) Line 5220 C++
UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,`FSlateApplication::RoutePointerUpEvent'::`8'::<lambda_3>>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::<lambda_3> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 442 C++
UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5206 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5775 C++
UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5740 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2231 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2738 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1907 C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 931 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 937 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-190790 in the post.
0 |
Component | UE - Gameplay - Blueprint Editor |
---|---|
Target Fix | 5.3 |
Created | Jul 20, 2023 |
---|---|
Resolved | Aug 5, 2023 |
Updated | Aug 9, 2023 |