Steps to Reproduce
  • Create a post process volume
  • Create a level sequence in the content browser
  • Open the level sequence
  • Add a new track -> Actor to Sequence -> select your new post process volume
  • Right click the track and select Convert to Spawnable
  • Save the sequence and restart the editor
  • Open the sequence, select the post process volume track
  • Enter Brush Editing mode (top left corner, Selection Mode drop-down)
  • Crash

Note: I was able to reproduce this without restarting the editor in step 6. As long as you close Sequencer and then reopen the sequence again, it should crash.

Callstack
>	UnrealEditor-GeometryMode.dll!FGeomObject::GetFromSource() Line 361	C++
 	UnrealEditor-GeometryMode.dll!FEdModeGeometry::GetFromSource() Line 943	C++
 	UnrealEditor-UnrealEd.dll!ULegacyEdModeWrapper::Enter() Line 296	C++
 	UnrealEditor-UnrealEd.dll!FEditorModeTools::ActivateMode(FName InID, bool bToggle) Line 945	C++
 	UnrealEditor-LevelEditor.dll!SLevelEditor::ToggleEditorMode(FName ModeID) Line 1745	C++
 	[Inline Frame] UnrealEditor-LevelEditor.dll!Invoke(void(SLevelEditor::*)(FName)) Line 66	C++
 	[Inline Frame] UnrealEditor-LevelEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int,0>,FName>::ApplyAfter(void(SLevelEditor::*)(FName) &) Line 309	C++
 	UnrealEditor-LevelEditor.dll!TBaseSPMethodDelegateInstance<0,SLevelEditor,1,void __cdecl(void),FDefaultDelegateUserPolicy,FName>::ExecuteIfSafe() Line 298	C++
 	[Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 570	C++
 	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!SMenuEntryBlock::OnClicked(bool bCheckBoxClicked) Line 1158	C++
 	UnrealEditor-Slate.dll!SMenuEntryBlock::OnMenuItemButtonClicked() Line 1118	C++
 	[Inline Frame] UnrealEditor-Slate.dll!Invoke(FReply(SMenuEntryBlock::*)()) Line 66	C++
 	[Inline Frame] UnrealEditor-Slate.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SMenuEntryBlock::*)() &) Line 309	C++
 	UnrealEditor-Slate.dll!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 281	C++
 	[Inline Frame] 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++
 	UnrealEditor-Slate.dll!SMenuEntryButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 434	C++
 	[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2>::operator()(const FArrangedWidget &) Line 5295	C++
 	UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,`FSlateApplication::RoutePointerUpEvent'::`8'::<lambda_2>>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 442	C++
 	UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5281	C++
 	UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5859	C++
 	UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5815	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2243	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 2750	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1919	C++
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 923	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 929	C++
 	user32.dll!UserCallWinProcCheckWow(struct _ACTIVATION_CONTEXT *,__int64 ,struct HWND__ *,enum _WM_VALUE,unsigned __int64,__int64,void *,int)	Unknown
 	user32.dll!DispatchMessageWorker()	Unknown
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145	C++
 	UnrealEditor.exe!FEngineLoop::Tick() Line 5719	C++
 	[Inline Frame] UnrealEditor.exe!EngineTick() Line 61	C++
 	UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 180	C++
 	UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247	C++
 	UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298	C++
 	[Inline Frame] UnrealEditor.exe!invoke_main() Line 102	C++
 	UnrealEditor.exe!__scrt_common_main_seh() Line 288	C++
 	kernel32.dll!BaseThreadInitThunk()	Unknown

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-210081 in the post.

2
Login to Vote

Unresolved
ComponentUE - LD & Modeling - Modeling Tools - BSP
Affects Versions5.4
Target Fix5.6
CreatedMar 18, 2024
UpdatedOct 15, 2024
View Jira Issue