Landscape was previously set as NotBlueprintable. The NotBlueprintable flag accidentally got moved to ALandscapeStreamingProxy as part of the landscape class hierarchy refactor, inadvertently making ALandscape blueprintable. Now corrected.
If a blueprint is created from a landscape object, the editor will crash.
Frequency: 5/5
Results
Editor Crashes
Expected
Blueprint window opens with new landscape blueprint in Component Viewport.
Landscape is not a blueprintable type
MachineId:409D523543AE785961A2788C698A2F90
EpicAccountId:1558531203f84e81b70959b8a59badef
Assertion failed: LandscapeGuid.IsValid() [Link Removed] [Line: 756]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_Landscape!ALandscapeProxy::GetLandscapeInfo() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\landscape\private\landscape.cpp:757]
UE4Editor_Landscape!ALandscape::HasAllComponent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\landscape\private\landscapeedit.cpp:2865]
UE4Editor_UnrealEd!AssetSelectionUtils::BuildSelectedActorInfo() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\assetselection.cpp:142]
UE4Editor_PropertyEditor!SDetailsView::SetObjectArrayPrivate() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\sdetailsview.cpp:475]
UE4Editor_PropertyEditor!SDetailsView::SetObjects() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\sdetailsview.cpp:324]
UE4Editor_LevelEditor!SActorDetails::SetObjects() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\leveleditor\private\sactordetails.cpp:205]
UE4Editor_LevelEditor!SLevelEditor::OnActorSelectionChanged() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\leveleditor\private\sleveleditor.cpp:1458]
UE4Editor_LevelEditor!TBaseSPMethodDelegateInstance<0,SLevelEditor,0,TTypeWrapper<void> __cdecl(TArray<UObject * __ptr64,FDefaultAllocator> const & __ptr64,bool)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_LevelEditor!TBaseSPMethodDelegateInstance<0,SLevelEditor,0,void __cdecl(TArray<UObject * __ptr64,FDefaultAllocator> const & __ptr64,bool)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
UE4Editor_LevelEditor!TBaseMulticastDelegate<void,TArray<UObject * __ptr64,FDefaultAllocator> const & __ptr64,bool>::Broadcast() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:921]
UE4Editor_UnrealEd!UUnrealEdEngine::UpdateFloatingPropertyWindowsFromActorList() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorhook.cpp:68]
UE4Editor_UnrealEd!UUnrealEdEngine::UpdateFloatingPropertyWindows() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorhook.cpp:59]
UE4Editor_UnrealEd!UUnrealEdEngine::NoteSelectionChange() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorselectutils.cpp:403]
UE4Editor_UnrealEd!UUnrealEdEngine::SelectActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorselectutils.cpp:619]
UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprintInstanceFromSelection() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:1628]
UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprintFromActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:1442]
UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprintFromActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:1190]
UE4Editor_KismetWidgets!FCreateBlueprintFromActorDialog::OnCreateBlueprint() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\kismetwidgets\private\createblueprintfromactordialog.cpp:80]
UE4Editor_KismetWidgets!TBaseStaticDelegateInstance<void __cdecl(FString const & __ptr64),bool>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1017]
UE4Editor_UnrealEd!SCreateAssetFromObject::OnCreateAssetFromActorClicked() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\screateassetfromobject.cpp:129]
UE4Editor_UnrealEd!TMemberFunctionCaller<SCreateAssetFromObject,FReply (__cdecl SCreateAssetFromObject::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161]
UE4Editor_UnrealEd!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SCreateAssetFromObject,FReply (__cdecl SCreateAssetFromObject::*)(void) __ptr64> >() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:115]
UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<0,SCreateAssetFromObject,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4901]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4890]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5348]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5328]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1584]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:747]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:669]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2788]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.13 |
Target Fix | 4.13 |
Created | Aug 24, 2016 |
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Resolved | Aug 24, 2016 |
Updated | Oct 30, 2017 |