A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset.
The issue is 100% reproducable in 5.3.2 and 5.4.0 Preview 1. In 5.3.2 it causes an editor hang. On 5.4.0 P1 it triggers a native break via UE_DEBUG_BREAK() in FSlateApplication::EnterDebuggingMode(). In both cases it should enter blueprint debugging mode instead.
The following messages are logged:
[2024.04.17-10.50.01:719][346]LogBlueprintDebug: Warning: Hit breakpoint on node 'CallFunc_SetText', from offset 10[2024.04.17-10.50.01:719][346]LogBlueprintDebug: Script call stack: Function /Game/WBP_Repro.WBP_Repro_C:PreConstruct Function /Game/WBP_Repro.WBP_Repro_C:ExecuteUbergraph_WBP_Repro
[2024.04.17-10.50.01:729][346]LogSlate: Warning: Ignoring SetUserFocus because it's not an active modal Window (user 0 not set to SGraphPanel [SGraphEditorImpl.cpp(723)].[2024.04.17-10.50.01:748][346]LogSlate: Warning: Enter Debugging Mode failed.A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.
Likely another thread's callstack is also relevant.
UE 5.3.2 GameThread callstack:
[External Code]
> UnrealEditor-Core.dll!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1600 C++
UnrealEditor-RenderCore.dll!GameThreadWaitForTask(const TRefCountPtr<FGraphEvent> & Task, ENamedThreads::Type TriggerThreadIndex, bool bEmptyGameThreadTasks) Line 1242 C++
[Inline Frame] UnrealEditor-RenderCore.dll!FRenderCommandFence::Wait(bool) Line 1305 C++
UnrealEditor-RenderCore.dll!FlushRenderingCommands() Line 1347 C++
UnrealEditor-Slate.dll!FSlateApplication::EnterDebuggingMode() Line 3692 C++
UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::AttemptToBreakExecution(UBlueprint * BlueprintObj, const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info, UEdGraphNode * NodeStoppedAt, int DebugOpcodeOffset) Line 809 C++
UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::OnScriptException(const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 403 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(void[Image Removed](const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 47 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void[Image Removed](const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 311 C++
UnrealEditor-UnrealEd.dll!TBaseStaticDelegateInstance<void __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe(const UObject * <Params_0>, const FFrame & <Params_1>, const FBlueprintExceptionInfo & <Params_2>) Line 777 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast(const UObject *) Line 254 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!TMulticastDelegate<void __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &),FDefaultDelegateUserPolicy>::Broadcast(const UObject *) Line 956 C++
UnrealEditor-CoreUObject.dll!FBlueprintCoreDelegates::ThrowScriptException(const UObject * ActiveObject, FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 232 C++
UnrealEditor-CoreUObject.dll!UObject::execBreakpoint(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2438 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477 C++
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1209 C++
UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void ({}cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param{_}_Result, void[Image Removed](UObject *, FFrame &, void *) ExecFtor) Line 1039 C++
UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1279 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477 C++
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1209 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1306 C++
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6665 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2145 C++
[Inline Frame] UnrealEditor-UMG.dll!UUserWidget::PreConstruct(bool) Line 1735 C++
UnrealEditor-UMG.dll!UUserWidget::NativePreConstruct() Line 1485 C++
UnrealEditor-UMG.dll!UUserWidget::OnWidgetRebuilt() Line 894 C++
UnrealEditor-UMG.dll!UWidget::TakeWidget_Private(TFunctionRef<TSharedPtr<SObjectWidget,1> __cdecl(UUserWidget *,TSharedRef<SWidget,1>)> ConstructMethod) Line 1036 C++
UnrealEditor-UMG.dll!UWidget::TakeWidget() Line 953 C++
UnrealEditor-UMGEditor.dll!FWidgetBlueprintEditorUtils::DrawSWidgetInRenderTargetInternal(UUserWidget * WidgetInstance, FRenderTarget * RenderTarget2D, UTextureRenderTarget2D * TextureRenderTarget, UE::Math::TVector2<double> ThumbnailSize, bool bIsForThumbnail, TOptional<UE::Math::TVector2<double>> ThumbnailCustomSize, EThumbnailPreviewSizeMode ThumbnailSizeMode) Line 2618 C++
[Inline Frame] UnrealEditor-UMGEditor.dll!FWidgetBlueprintEditorUtils::DrawSWidgetInRenderTargetForThumbnail(UUserWidget *) Line 2601 C++
UnrealEditor-UMGEditor.dll!UWidgetBlueprintThumbnailRenderer::Draw(UObject * Object, int X, int Y, unsigned int Width, unsigned int Height, FRenderTarget * RenderTarget, FCanvas * Canvas, bool bAdditionalViewFamily) Line 203 C++
UnrealEditor-UnrealEd.dll!ThumbnailTools::RenderThumbnail(UObject * InObject, const unsigned int InImageWidth, const unsigned int InImageHeight, ThumbnailTools::EThumbnailTextureFlushMode::Type InFlushMode, FTextureRenderTargetResource * InTextureRenderTargetResource, FObjectThumbnail * OutThumbnail) Line 5149 C++
UnrealEditor-UnrealEd.dll!ThumbnailTools::GenerateThumbnailForObjectToSaveToDisk(UObject * InObject) Line 5239 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::GeneratePackageThumbnailsIfRequired(const wchar_t * Str, FOutputDevice & Ar, TArray<FString,TSizedDefaultAllocator<32>> & GeneratedThumbNamesList) Line 453 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 653 C++
UnrealEditor-UnrealEd.dll!InternalSavePackage(UPackage * PackageToSave, bool bUseDialog, bool & bOutPackageLocallyWritable, FOutputDevice & SaveOutput) Line 3528 C++
UnrealEditor-UnrealEd.dll!InternalPromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & FinalSaveList, bool bUseDialog, TArray<UPackage *,TSizedDefaultAllocator<32>> & OutFailedPackages) Line 4174 C++
UnrealEditor-UnrealEd.dll!FEditorFileUtils::PromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & InPackages, FEditorFileUtils::FPromptForCheckoutAndSaveParams & InOutParams) Line 4551 C++
UnrealEditor-UnrealEd.dll!FEditorFileUtils::PromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & InPackages, bool bCheckDirty, bool bPromptToSave, TArray<UPackage *,TSizedDefaultAllocator<32>> * OutFailedPackages, bool bAlreadyCheckedOut, bool bCanBeDeclined) Line 4630 C++
UnrealEditor-UnrealEd.dll!FAssetEditorToolkit::SaveAsset_Execute() Line 639 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(void(FAssetEditorToolkit::*)()) Line 66 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FAssetEditorToolkit::*)() &) Line 311 C++
UnrealEditor-UnrealEd.dll!TBaseSPMethodDelegateInstance<0,FAssetEditorToolkit,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 298 C++
UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() Line 570 C++
UnrealEditor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 235 C++
UnrealEditor-Slate.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 179 C++
UnrealEditor-UnrealEd.dll!FBaseToolkit::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 68 C++
UnrealEditor-UnrealEd.dll!SStandaloneAssetEditorToolkitHost::OnKeyDown(const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent) Line 415 C++
[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2>::operator()(const FArrangedWidget &) Line 4714 C++
UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,`FSlateApplication::ProcessKeyDownEvent'::`22'::<lambda_2>>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 447 C++
[Inline Frame] UnrealEditor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 416 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4710 C++
UnrealEditor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4621 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2066 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 1099 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++
[External Code]
[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 119 C++
UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 148 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5749 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 61 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 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++
[External Code]
UE 5.4.0 Preview 1 GameThread callstack:
> [Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::EnterDebuggingMode::{}l2::<lambda_2>:[Image Removed])::{_}_l19::<lambda_1>::operator()() Line 3668 C++
UnrealEditor-Slate.dll!??R<lambda_2>@?1??EnterDebuggingMode@FSlateApplication@@QEAAXXZ@QEBA@AEBVFText@@@Z(const FText & SubText) Line 3668 C++
UnrealEditor-Slate.dll!FSlateApplication::EnterDebuggingMode() Line 3674 C++
UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::AttemptToBreakExecution(UBlueprint * BlueprintObj, const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info, UEdGraphNode * NodeStoppedAt, int DebugOpcodeOffset) Line 815 C++
UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::OnScriptException(const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 409 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(void[Image Removed](const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 47 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void[Image Removed](const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 309 C++
UnrealEditor-UnrealEd.dll!V::TBaseStaticDelegateInstance::ExecuteIfSafe(const UObject * <Params_0>, const FFrame & <Params_1>, const FBlueprintExceptionInfo & <Params_2>) Line 777 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast(const UObject *) Line 254 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!TMulticastDelegate<void __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &),FDefaultDelegateUserPolicy>::Broadcast(const UObject *) Line 956 C++
UnrealEditor-CoreUObject.dll!FBlueprintCoreDelegates::ThrowScriptException(const UObject * ActiveObject, FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 233 C++
UnrealEditor-CoreUObject.dll!UObject::execBreakpoint(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2434 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 478 C++
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1206 C++
UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void ({}cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param{_}_Result, void[Image Removed](UObject *, FFrame &, void *) ExecFtor) Line 1039 C++
UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1276 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 478 C++
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1206 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1304 C++
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6847 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2144 C++
[Inline Frame] UnrealEditor-UMG.dll!UUserWidget::PreConstruct(bool) Line 4130 C++
UnrealEditor-UMG.dll!UUserWidget::NativePreConstruct() Line 1723 C++
UnrealEditor-UMG.dll!UUserWidget::OnWidgetRebuilt() Line 1129 C++
UnrealEditor-UMG.dll!UWidget::TakeWidget_Private(TFunctionRef<TSharedPtr<SObjectWidget,1> __cdecl(UUserWidget *,TSharedRef<SWidget,1>)> ConstructMethod) Line 1043 C++
UnrealEditor-UMG.dll!UWidget::TakeWidget() Line 956 C++
UnrealEditor-UMGEditor.dll!FWidgetBlueprintEditorUtils::DrawSWidgetInRenderTargetInternal(UUserWidget * WidgetInstance, FRenderTarget * RenderTarget2D, UTextureRenderTarget2D * TextureRenderTarget, UE::Math::TVector2<double> ThumbnailSize, bool bIsForThumbnail, TOptional<UE::Math::TVector2<double>> ThumbnailCustomSize, EThumbnailPreviewSizeMode ThumbnailSizeMode) Line 2721 C++
[Inline Frame] UnrealEditor-UMGEditor.dll!FWidgetBlueprintEditorUtils::DrawSWidgetInRenderTargetForThumbnail(UUserWidget *) Line 2704 C++
UnrealEditor-UMGEditor.dll!UWidgetBlueprintThumbnailRenderer::Draw(UObject * Object, int X, int Y, unsigned int Width, unsigned int Height, FRenderTarget * RenderTarget, FCanvas * Canvas, bool bAdditionalViewFamily) Line 203 C++
UnrealEditor-UnrealEd.dll!ThumbnailTools::RenderThumbnail(UObject * InObject, const unsigned int InImageWidth, const unsigned int InImageHeight, ThumbnailTools::EThumbnailTextureFlushMode::Type InFlushMode, FTextureRenderTargetResource * InTextureRenderTargetResource, FObjectThumbnail * OutThumbnail) Line 5151 C++
UnrealEditor-UnrealEd.dll!ThumbnailTools::GenerateThumbnailForObjectToSaveToDisk(UObject * InObject) Line 5242 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::GeneratePackageThumbnailsIfRequired(const wchar_t * Str, FOutputDevice & Ar, TArray<FString,TSizedDefaultAllocator<32>> & GeneratedThumbNamesList) Line 453 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 653 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!SaveAsset(UPackage *) Line 1050 C++
UnrealEditor-UnrealEd.dll!InternalSavePackage(UPackage * PackageToSave, bool bUseDialog, bool & bOutPackageLocallyWritable, FOutputDevice & SaveOutput) Line 3552 C++
UnrealEditor-UnrealEd.dll!InternalPromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & FinalSaveList, bool bUseDialog, TArray<UPackage *,TSizedDefaultAllocator<32>> & OutFailedPackages) Line 4199 C++
UnrealEditor-UnrealEd.dll!FEditorFileUtils::PromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & InPackages, FEditorFileUtils::FPromptForCheckoutAndSaveParams & InOutParams) Line 4576 C++
UnrealEditor-UnrealEd.dll!FEditorFileUtils::PromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & InPackages, bool bCheckDirty, bool bPromptToSave, TArray<UPackage *,TSizedDefaultAllocator<32>> * OutFailedPackages, bool bAlreadyCheckedOut, bool bCanBeDeclined) Line 4655 C++
UnrealEditor-UnrealEd.dll!FAssetEditorToolkit::SaveAsset_Execute() Line 670 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(void(FAssetEditorToolkit::*)()) Line 66 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FAssetEditorToolkit::*)() &) Line 309 C++
UnrealEditor-UnrealEd.dll!V::TBaseSPMethodDelegateInstance::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::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 235 C++
UnrealEditor-Slate.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 179 C++
UnrealEditor-UnrealEd.dll!FBaseToolkit::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 68 C++
UnrealEditor-UnrealEd.dll!SStandaloneAssetEditorToolkitHost::OnKeyDown(const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent) Line 421 C++
[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2>::operator()(const FArrangedWidget &) Line 4789 C++
UnrealEditor-Slate.dll!??$Route@VFReply@@VFBubblePolicy@FEventRouter@@UFKeyEvent@@V<lambda_2>@?BG@??ProcessKeyDownEvent@FSlateApplication@@QEAA_NAEBU4@@Z@@FEventRouter@@SA?AVFReply@@PEAVFSlateApplication@@VFBubblePolicy@0@UFKeyEvent@@AEBV<lambda_2>@?BG@??ProcessKeyDownEvent@2@QEAA_NAEBU4@@Z@W4ESlateDebuggingInputEvent@@@Z(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 447 C++
[Inline Frame] UnrealEditor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 416 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4785 C++
UnrealEditor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4696 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2078 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++
[External Code]
[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116 C++
UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5839 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++
[External Code]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-212545 in the post.
4 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 5.4, 5.3 |
Target Fix | 5.5 |
Created | Apr 17, 2024 |
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Resolved | May 1, 2024 |
Updated | Jun 28, 2024 |