Description

Really close to the repro steps for [Link Removed]

Same repro steps produced the following Buggs along with this one:
[Link Removed]
[Link Removed]


Error message:

Fatal error: [Link Removed] [Line: 2158] Objects have the same fully qualified name but different paths. New Object: MyActor_C /Game/NewLevelSequence.NewLevelSequence:MovieScene_0.MyActor_0 Existing Object: REINST_MyActor_C_31 /Game/NewLevelSequence.NewLevelSequence:MovieScene_0.MyActor_0

Source Context:

 2138       #endif
 2139       		{
 2140       			InName = MakeUniqueObjectName(InOuter, InClass);
 2141       		}
 2142       	}
 2143       	else
 2144       	{
 2145       		// See if object already exists.
 2146       		Obj = StaticFindObjectFastInternal( /*Class=*/ NULL, InOuter, InName, true );
 2147       
 2148       		// Temporary: If the object we found is of a different class, allow the object to be allocated.
 2149       		// This breaks new UObject assumptions and these need to be fixed.
 2150       		if (Obj && !Obj->GetClass()->IsChildOf(InClass))
 2151       		{
 2152 ***** 			UE_LOG(LogUObjectGlobals, Fatal,
 2153       				TEXT("Objects have the same fully qualified name but different paths.\n")
 2154       				TEXT("\tNew Object: %s %s.%s\n")
 2155       				TEXT("\tExisting Object: %s"),
 2156       				*InClass->GetName(), InOuter ? *InOuter->GetPathName() : TEXT(""), *InName.ToString(),
 2157       				*Obj->GetFullName());
 2158       		}
 2159       	}
 2160       
 2161       	FLinkerLoad*	Linker						= NULL;
 2162       	int32				LinkerIndex					= INDEX_NONE;
 2163       	bool			bWasConstructedOnOldObject	= false;
 2164       	// True when the object to be allocated already exists and is a subobject.
 2165       	bool bSubObject = false;
 2166       	int32 TotalSize = InClass->GetPropertiesSize();
 2167       	checkSlow(TotalSize);

Most recent user affected CL: 2992821

Logs:
[Link Removed]


CrashReporter User Descriptions:

  • EUS Matt.Williams - Recompiled BP that was being used as a spawnable in a level sequence
Steps to Reproduce

1. Create a Blank Project
2. Create an BP and add a cube to it
3. Compile it and add the Cube BP to the level
4. Create a Level Sequence
5. Add the Cube Actor to the sequence
6. Right click it and Convert to Spawnable
7. Move the Slider outside of the play range so the actor becomes unspawned
8. Open the CubeBP and compile it
9. Try to close the level sequence

Result: Crash
Expected: Level Sequence closes

Callstack
UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2153]
UE4Editor_CoreUObject!StaticConstructObject_Internal() [uobjectglobals.cpp:2959]
UE4Editor_CoreUObject!StaticDuplicateObjectEx() [uobjectglobals.cpp:1827]
UE4Editor_CoreUObject!StaticDuplicateObject() [uobjectglobals.cpp:1794]
UE4Editor_MovieScene!FMovieSceneSpawnable::CopyObjectTemplate() [moviescenespawnable.cpp:18]
UE4Editor_LevelSequenceEditor!FLevelSequenceEditorSpawnRegister::SaveDefaultSpawnableState() [levelsequenceeditorspawnregister.cpp:123]
UE4Editor_LevelSequenceEditor!FLevelSequenceEditorSpawnRegister::PreDestroyObject() [levelsequenceeditorspawnregister.cpp:82]
UE4Editor_LevelSequence!FLevelSequenceSpawnRegister::DestroySpawnedObject() [levelsequencespawnregister.cpp:115]
UE4Editor_MovieSceneTracks!FMovieSceneSpawnTrackInstance::Update() [moviescenespawntrackinstance.cpp:40]
UE4Editor_MovieScene!FMovieSceneSequenceInstance::UpdatePassSingle() [moviescenesequenceinstance.cpp:255]
UE4Editor_MovieScene!FMovieSceneSequenceInstance::Update() [moviescenesequenceinstance.cpp:184]
UE4Editor_Sequencer!FSequencer::SetGlobalTimeDirectly() [sequencer.cpp:1322]
UE4Editor_Sequencer!FSequencer::OnScrubPositionChanged() [sequencer.cpp:2580]
UE4Editor_Sequencer!TBaseSPMethodDelegateInstance<0,FSequencer,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl_variadics.inl:321]
UE4Editor_Sequencer!TBaseSPMethodDelegateInstance<0,FSequencer,0,void __cdecl() [delegateinstancesimpl_variadics.inl:428]
UE4Editor_Sequencer!TBaseDelegate<void,float,bool>::ExecuteIfBound() [delegatesignatureimpl_variadics.inl:608]
UE4Editor_Sequencer!FSequencerTimeSliderController::OnMouseMove() [sequencertimeslidercontroller.cpp:799]
UE4Editor_SequencerWidgets!SSequencerTimeSlider::OnMouseMove() [ssequencertimeslider.cpp:35]
UE4Editor_Slate!<lambda_8ea0f2290d55808225f0873e704d4e91>::operator() [slateapplication.cpp:4818]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8ea0f2290d55808225f0873e704d4e91> >() [slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerMoveEvent() [slateapplication.cpp:4822]
UE4Editor_Slate!FSlateApplication::ProcessMouseMoveEvent() [slateapplication.cpp:5232]
UE4Editor_Slate!FSlateApplication::OnMouseMove() [slateapplication.cpp:5171]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1545]
UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:1847]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:664]
user32!UserCallWinProcCheckWow()
user32!DispatchMessageWorker()
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:903]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2728]
UE4Editor!GuardedMain() [launch.cpp:148]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126]
UE4Editor!WinMain() [launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:264]
kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Fixed
ComponentUE - Anim - Sequencer
Affects Versions4.12
Target Fix4.13
Fix Commit2993553
Main Commit3048548
CreatedJun 3, 2016
ResolvedJun 21, 2016
UpdatedMay 2, 2018
View Jira Issue