The editor crashes when pasting a comment box from a blueprint into a behavior tree.
Found in 4.12.1 binary. Reproduced in 4.11.2 binary and Main CL 3005971
Source Context
94 95 for (int32 iAux = 0; iAux < Node->Services.Num(); iAux++) 96 { 97 Node->Services[iAux]->ClearDebuggerState(); 98 } 99 100 for (int32 iAux = 0; iAux < Node->Decorators.Num(); iAux++) 101 { 102 Node->Decorators[iAux]->ClearDebuggerState(); 103 } 104 } 105 106 // parent chain 107 Node->ParentNode = NULL; 108 ***** for (int32 iAux = 0; iAux < Node->Services.Num(); iAux++) 109 { 110 Node->Services[iAux]->ParentNode = Node; 111 } 112 113 for (int32 iAux = 0; iAux < Node->Decorators.Num(); iAux++) 114 { 115 Node->Decorators[iAux]->ParentNode = Node; 116 } 117 118 // prepare node instance 119 UBTNode* NodeInstance = Cast<UBTNode>(Node->NodeInstance); 120 if (NodeInstance) 121 { 122 // mark all nodes as disconnected first, path from root will replace it with valid values later 123 NodeInstance->InitializeNode(NULL, MAX_uint16, 0, 0);
1. Open the editor
2. Create a new actor blueprint
3. Create a new behavior tree
4. In the actor blueprint, press C to add a comment box
5. Select the comment box and copy it (CTRL+C)
6. Open the behavior tree
7. Add a Sequence and a MoveTo node
8. Select the MoveTo node
9. CTRL+V to paste the comment box
Result: Editor Crashes
UE4Editor_BehaviorTreeEditor!UBehaviorTreeGraph::UpdateAsset() behaviortreegraph.cpp:109 UE4Editor_AIGraph!FAIGraphEditor::PasteNodesHere() aigrapheditor.cpp:447 UE4Editor_AIGraph!FAIGraphEditor::PasteNodes() aigrapheditor.cpp:303 UE4Editor_AIGraph!TBaseRawMethodDelegateInstance<0,FAIGraphEditor,void __cdecl() delegateinstancesimpl_variadics.inl:642 UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() uicommandlist.cpp:206 UE4Editor_Slate!FUICommandList::ProcessCommandBindings() uicommandlist.cpp:150 UE4Editor_GraphEditor!SGraphEditorImpl::OnKeyDown() sgrapheditorimpl.cpp:66 UE4Editor_Slate!<lambda_7c66138389984533974223608bc6375f>::operator() slateapplication.cpp:4232 UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_7c66138389984533974223608bc6375f> >() slateapplication.cpp:215 UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_7c66138389984533974223608bc6375f>,FKeyEvent>() slateapplication.cpp:197 UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() slateapplication.cpp:4230 UE4Editor_Slate!FSlateApplication::OnKeyDown() slateapplication.cpp:4147 UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1342 UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:1847 UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:742 UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:664 user32!<Unknown> user32!<Unknown> 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!<Unknown> ntdll!<Unknown>
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