Setting blueprint name as a copied blueprint node crashes editor
Frequency 5/5
Crashreporter [Link Removed]
Regression (no) issue (does) occur in 4.10.4
Results
Editor crashes
Expected
Editor provides error that name is too long, name field is not populated.
MachineId:409D523543AE785961A2788C698A2F90
EpicAccountId:2e342bbd0e92480fa71bf4505b6a81c3
Assertion failed: TCString<TCharType>::Strlen(InName)<=NAME_SIZE [Link Removed] [Line: 577]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_Core!FName::InitInternal<char>() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\uobject\unrealnames.cpp:580]
UE4Editor_Core!FName::InitInternal_HashSplit<char>() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\uobject\unrealnames.cpp:572]
UE4Editor_Core!FName::Init() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\uobject\unrealnames.cpp:525]
UE4Editor_Core!FName::FName() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\uobject\unrealnames.cpp:406]
UE4Editor_ContentBrowser!ContentBrowserUtils::IsValidObjectPathForCreate() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\contentbrowser\private\contentbrowserutils.cpp:1543]
UE4Editor_ContentBrowser!SAssetView::AssetVerifyRenameCommit() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\contentbrowser\private\sassetview.cpp:3629]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,bool __cdecl(TSharedPtr<FAssetViewItem,0> const & __ptr64,FText const & __ptr64,FSlateRect const & __ptr64,FText & __ptr64)>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_ContentBrowser!SAssetViewItem::HandleVerifyNameChanged() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\contentbrowser\private\assetviewwidgets.cpp:546]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetTileItem,0,bool __cdecl(FText const & __ptr64,FText & __ptr64)>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!SInlineEditableTextBlock::OnTextChanged() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\text\sinlineeditabletextblock.cpp:234]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,TTypeWrapper<void> __cdecl(FText const & __ptr64)>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,void __cdecl(FText const & __ptr64)>::ExecuteIfSafe() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:428]
UE4Editor_Slate!FSlateEditableTextLayout::EndEditTransaction() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\text\slateeditabletextlayout.cpp:2663]
UE4Editor_Slate!FSlateEditableTextLayout::PasteTextFromClipboard() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\text\slateeditabletextlayout.cpp:1630]
UE4Editor_Slate!TBaseRawMethodDelegateInstance<0,FSlateEditableTextLayout,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:642]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:206]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:150]
UE4Editor_Slate!FSlateEditableTextLayout::HandleKeyDown() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\text\slateeditabletextlayout.cpp:869]
UE4Editor_Slate!SEditableText::OnKeyDown() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\input\seditabletext.cpp:181]
UE4Editor_Slate!<lambda_7c66138389984533974223608bc6375f>::operator()() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4232]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_7c66138389984533974223608bc6375f> >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_7c66138389984533974223608bc6375f>,FKeyEvent>() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:197]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4230]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4147]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1342]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1847]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:664]
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:2728]
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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Delay nodes occasionally don't fire the "Completed" output in a nativized build
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Editor - UI Systems - Slate |
---|---|
Affects Versions | 4.11.2, 4.12 |
Target Fix | 4.13 |
Fix Commit | 2989639 |
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Main Commit | 3082411 |
Created | Jun 1, 2016 |
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Resolved | Aug 3, 2016 |
Updated | May 2, 2018 |