When removing a mesh from a Character BP and undoing the engine will crash.
This issue is occurring in //UE5/Release-5.3 @ CL 26560699
This issue is NOT occurring in //UE5/Release-5.2 @ CL 26001984
Marked as Regression
Result
Crash
Assertion failed: SceneRootComponent->GetOwner() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp] [Line: 3759]
UnrealEditor_Engine!UWorld::SpawnActor() [LevelActor.cpp:730] UnrealEditor_Engine!UWorld::SpawnActor() [LevelActor.cpp:438] UnrealEditor_UnrealEd!FClassActorThumbnailScene::SpawnPreviewActor() [ThumbnailHelpers.cpp:1095] UnrealEditor_UnrealEd!FBlueprintThumbnailScene::BlueprintChanged() [ThumbnailHelpers.cpp:1215] UnrealEditor_UnrealEd!UBlueprintThumbnailRenderer::BlueprintChanged() [BlueprintThumbnailRenderer.cpp:76] UnrealEditor_UnrealEd!FBlueprintEditorUtils::PostEditChangeBlueprintActors() [BlueprintEditorUtils.cpp:8779] UnrealEditor_Kismet!FBlueprintEditor::OnBlueprintChangedImpl() [BlueprintEditor.cpp:4005] UnrealEditor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,1,void __cdecl(UBlueprint *) [DelegateInstancesImpl.h:298] UnrealEditor_UnrealEd!TMulticastDelegate<void __cdecl(UBlueprint *) [DelegateSignatureImpl.inl:956] UnrealEditor_UnrealEd!FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() [BlueprintEditorUtils.cpp:1825] UnrealEditor_Kismet!FixSubObjectReferencesPostUndoRedo() [BlueprintEditorModule.cpp:171] UnrealEditor_UnrealEd!UEditorEngine::BroadcastPostUndoRedo() [EditorServer.cpp:5421] UnrealEditor_UnrealEd!UEditorEngine::HandleTransactorRedoUndo() [EditorServer.cpp:1194] UnrealEditor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UEditorEngine,void __cdecl(FTransactionContext const &,bool) [DelegateInstancesImpl.h:667] UnrealEditor_UnrealEd!UTransBuffer::Undo() [EditorTransaction.cpp:1625] UnrealEditor_UnrealEd!UEditorEngine::UndoTransaction() [EditorServer.cpp:1419] UnrealEditor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,1,void __cdecl(void) [DelegateInstancesImpl.h:298] UnrealEditor_Slate!TDelegate<void __cdecl(void) [DelegateSignatureImpl.inl:570] UnrealEditor_Slate!FUICommandList::ConditionalProcessCommandBindings() [UICommandList.cpp:235] UnrealEditor_Slate!FUICommandList::ProcessCommandBindings() [UICommandList.cpp:179] UnrealEditor_UnrealEd!FBaseToolkit::ProcessCommandBindings() [BaseToolkit.cpp:68] UnrealEditor_UnrealEd!SStandaloneAssetEditorToolkitHost::OnKeyDown() [SStandaloneAssetEditorToolkitHost.cpp:415] UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,`FSlateApplication::ProcessKeyDownEvent'::`22'::<lambda_2> >() [SlateApplication.cpp:447] UnrealEditor_Slate!FSlateApplication::ProcessKeyDownEvent() [SlateApplication.cpp:4710] UnrealEditor_Slate!FSlateApplication::OnKeyDown() [SlateApplication.cpp:4621] UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [WindowsApplication.cpp:2066] UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [WindowsApplication.cpp:2738] UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [WindowsApplication.cpp:1099] UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [WindowsApplication.cpp:937] UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [WindowsPlatformApplicationMisc.cpp:148] UnrealEditor!FEngineLoop::Tick() [LaunchEngineLoop.cpp:5749] UnrealEditor!GuardedMain() [Launch.cpp:188] UnrealEditor!GuardedMainWrapper() [LaunchWindows.cpp:118] UnrealEditor!LaunchWindowsStartup() [LaunchWindows.cpp:258] UnrealEditor!WinMain() [LaunchWindows.cpp:298] UnrealEditor!__scrt_common_main_seh() [exe_common.inl:288]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-192529 in the post.
1 |
Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 5.3 |
Target Fix | 5.3 |
Created | Aug 9, 2023 |
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Resolved | Aug 10, 2023 |
Updated | Sep 12, 2023 |