The attached project will crash when attempted to toggle the Use RVO Avoidance option of the Character Movement component. This only occurs after toggling the same option in two other blueprints prior to toggling it in the third.
The user provided a video that shows how to reproduce the crash: [Link Removed]
1. Open the project located at: [Link Removed]
2. Open the BP_MOBA_MasterHero, BP_MOBA_MasterCharacter, and BP_MOBA_MasterMinion blueprints.
3. In Master Minion, select the character movement component and toggle the RVO Avoidance option on and off.
4. Compile the blueprint.
5. In MasterCharacer, toggle the RVO Avoidance option on and off.
6. Compile
7. In MasterHero, toggle the RVO Avoidance option off
Result: Editor crashes
Expected: No crash would occur
UE4Editor_Core!FDebug::AssertFailed() [d:\sean.flint_z5610_streammain\engine\source\runtime\core\private\misc\outputdevice.cpp:397] UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() [d:\sean.flint_z5610_streammain\engine\source\runtime\coreuobject\private\uobject\obj.cpp:366] UE4Editor_Engine!UActorComponent::PostEditChangeChainProperty() [d:\sean.flint_z5610_streammain\engine\source\runtime\engine\private\components\actorcomponent.cpp:613] UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() [d:\sean.flint_z5610_streammain\engine\source\editor\propertyeditor\private\propertynode.cpp:1984] UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\sean.flint_z5610_streammain\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:463] UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\sean.flint_z5610_streammain\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:314] UE4Editor_PropertyEditor!FPropertyHandleBool::SetValue() [d:\sean.flint_z5610_streammain\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2490] UE4Editor_PropertyEditor!SPropertyEditorBool::OnCheckStateChanged() [d:\sean.flint_z5610_streammain\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorbool.cpp:82] UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,TTypeWrapper<void> __cdecl(enum ECheckBoxState)>::Execute() [d:\sean.flint_z5610_streammain\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321] UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,void __cdecl(enum ECheckBoxState)>::ExecuteIfSafe() [d:\sean.flint_z5610_streammain\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:428] UE4Editor_Slate!SCheckBox::ToggleCheckedState() [d:\sean.flint_z5610_streammain\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:293] UE4Editor_Slate!SCheckBox::OnMouseButtonUp() [d:\sean.flint_z5610_streammain\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:184] UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\sean.flint_z5610_streammain\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4597] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\sean.flint_z5610_streammain\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\sean.flint_z5610_streammain\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4586] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\sean.flint_z5610_streammain\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5040] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\sean.flint_z5610_streammain\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5020] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\sean.flint_z5610_streammain\engine\source\runtime\core\private\windows\windowsapplication.cpp:1487] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\sean.flint_z5610_streammain\engine\source\runtime\core\private\windows\windowsapplication.cpp:1804] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\sean.flint_z5610_streammain\engine\source\runtime\core\private\windows\windowsapplication.cpp:749] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\sean.flint_z5610_streammain\engine\source\runtime\core\private\windows\windowsapplication.cpp:671] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\sean.flint_z5610_streammain\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:904] UE4Editor!FEngineLoop::Tick() [d:\sean.flint_z5610_streammain\engine\source\runtime\launch\private\launchengineloop.cpp:2726] UE4Editor!GuardedMain() [d:\sean.flint_z5610_streammain\engine\source\runtime\launch\private\launch.cpp:148] UE4Editor!GuardedMainWrapper() [d:\sean.flint_z5610_streammain\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\sean.flint_z5610_streammain\engine\source\runtime\launch\private\windows\launchwindows.cpp:200] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:255] kernel32 ntdll
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.11, 4.12, 4.13 |
Target Fix | 4.12 |
Created | May 6, 2016 |
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Resolved | May 21, 2016 |
Updated | Apr 27, 2018 |