See also UE-43603 to cover handling this case fully correctly, cloned from this issue which is specifically to avoid the crash.
A UDN user found a crash in the merge tool when using SVN.
https://udn.unrealengine.com/questions/265740/crashbug-with-svn-merging.html
The failing check() crash occurs in LoadBaseRev (Merge.cpp):
TSharedPtr<ISourceControlRevision, ESPMode::ThreadSafe> Revision = SourceControlState.GetBaseRevForMerge();
check(Revision.IsValid()); /// <- This fails
This is because SourceControlState.GetBaseRevForMerge() returns a null ISourceControlrevision. Which is because FSubversionSourceControlState::PendingMergeBaseFileRevNumber is not a valid revision for the particular file that is merging. The PendingMergeBaseFileRevNumber revision appears to be "head - 1" but the revision history array may not contain an entry for this as there may be gaps in the revision sequence for a particular file.
Perform a merge on a Blueprint that has gaps in its revision sequence in its history.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does UMG set overlapping layouts?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-22428 in the post.
0 |
Component | UE - Gameplay - Blueprint Editor |
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Target Fix | 4.16 |
Created | Oct 21, 2015 |
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Resolved | Apr 4, 2017 |
Updated | Dec 12, 2023 |