Description

The editor crashes when moving a child actor component in the blueprint viewport. This has not been reproduced in a clean project, and only seems to be occurring in the user project where they have a deep blueprint hierarchy.

These same repro steps followed in 4.11.2 produced the crash that has been documented as [Link Removed], but this has been fixed for 4.12. Now when the repro steps are followed, the callstack located above is what is being seen.

Steps to Reproduce

1. Open the project GCCT from this download (open it in 4.12): [Link Removed]
2. Open ChildActorLevel1
3. Select the Child Actor Component
4. Move the component around in the blueprint viewport
5. Compile

Result: Editor crashes

Expected: No crash would occur and blueprint would compile successfully.

Callstack

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!AActor::RerunConstructionScripts() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:214]
UE4Editor_Engine!AActor::PostEditChangeProperty() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\actoreditor.cpp:118]
UE4Editor_CoreUObject!UObject::PostEditChange() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:285]
UE4Editor_UnrealEd!FBlueprintEditorUtils::PostEditChangeBlueprintActors() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:7391]
UE4Editor_Kismet!FBlueprintEditor::OnBlueprintChangedImpl() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3113]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(UBlueprint * __ptr64)>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(UBlueprint * __ptr64)>::ExecuteIfSafe() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:428]
UE4Editor_Engine!TBaseMulticastDelegate<void,UBlueprint * __ptr64>::Broadcast() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:820]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3180]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:427]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:275]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4593]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4582]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5036]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5016]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1487]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1804]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:749]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:671]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:903]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2726]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

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Cannot Reproduce
ComponentUE - Gameplay - Blueprint
Affects Versions4.114.124.13
Target Fix4.12
CreatedMay 3, 2016
ResolvedMay 4, 2016
UpdatedApr 27, 2018