Reparenting an actor component to an instanced static mesh component causes a crash.
Found on //UE4/Dev-Blueprints CL-3122712
Result: Crash
Fatal error: [File:D:\Dev-Blueprints\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 147] Ran out of memory allocating 246904279040 bytes with alignment 0 UE4Editor_Core!FDebug::AssertFailed() [d:\dev-blueprints\engine\source\runtime\core\private\misc\assertionmacros.cpp:332] UE4Editor_Core!FGenericPlatformMemory::OnOutOfMemory() [d:\dev-blueprints\engine\source\runtime\core\private\genericplatform\genericplatformmemory.cpp:148] UE4Editor_Core!FMallocTBB::Realloc() [d:\dev-blueprints\engine\source\runtime\core\private\hal\malloctbb.cpp:99] UE4Editor_Engine!TArray<FStaticMeshComponentLODInfo,FDefaultAllocator>::ResizeTo() [d:\dev-blueprints\engine\source\runtime\core\public\containers\array.h:2208] UE4Editor_Engine!TArray<FStaticMeshComponentLODInfo,FDefaultAllocator>::Empty() [d:\dev-blueprints\engine\source\runtime\core\public\containers\array.h:1500] UE4Editor_Engine!operator<<() [d:\dev-blueprints\engine\source\runtime\core\public\containers\array.h:1112] UE4Editor_Engine!UStaticMeshComponent::Serialize() [d:\dev-blueprints\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:298] UE4Editor_Engine!UInstancedStaticMeshComponent::Serialize() [d:\dev-blueprints\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1443] UE4Editor_Engine!UEngine::CopyPropertiesForUnrelatedObjects() [d:\dev-blueprints\engine\source\runtime\engine\private\unrealengine.cpp:11396] UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\dev-blueprints\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3591] UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\dev-blueprints\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:100] UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\dev-blueprints\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:200] UE4Editor_UnrealEd!FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() [d:\dev-blueprints\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:2281] UE4Editor_UnrealEd!FBlueprintEditorUtils::RefreshAllNodes() [d:\dev-blueprints\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:496] UE4Editor_Kismet!FBlueprintEditor::ReparentBlueprint_NewParentChosen() [d:\dev-blueprints\engine\source\editor\kismet\private\blueprinteditor.cpp:2720] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(UClass * __ptr64)>::Execute() [d:\dev-blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(UClass * __ptr64)>::ExecuteIfSafe() [d:\dev-blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424] UE4Editor_ClassViewer!SClassViewer::OnClassViewerSelectionChanged() [d:\dev-blueprints\engine\source\editor\classviewer\private\sclassviewer.cpp:2197] UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,TTypeWrapper<void> __cdecl(TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type)>::Execute() [d:\dev-blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317] UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,void __cdecl(TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type)>::ExecuteIfSafe() [d:\dev-blueprints\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424] UE4Editor_ClassViewer!TBaseDelegate<void,TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type>::ExecuteIfBound() [d:\dev-blueprints\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:608] UE4Editor_ClassViewer!SListView<TSharedPtr<FClassViewerNode,0> >::Private_SignalSelectionChanged() [d:\dev-blueprints\engine\source\runtime\slate\public\widgets\views\slistview.h:638] UE4Editor_ClassViewer!STableRow<TSharedPtr<FString,0> >::OnMouseButtonUp() [d:\dev-blueprints\engine\source\runtime\slate\public\widgets\views\stablerow.h:449] UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\dev-blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4946] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\dev-blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\dev-blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4935] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\dev-blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5393] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\dev-blueprints\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5373] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\dev-blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:1639] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\dev-blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:1985] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\dev-blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:750] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\dev-blueprints\engine\source\runtime\core\private\windows\windowsapplication.cpp:672] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\dev-blueprints\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905] UE4Editor!FEngineLoop::Tick() [d:\dev-blueprints\engine\source\runtime\launch\private\launchengineloop.cpp:2795] UE4Editor!GuardedMain() [d:\dev-blueprints\engine\source\runtime\launch\private\launch.cpp:156] UE4Editor!GuardedMainWrapper() [d:\dev-blueprints\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\dev-blueprints\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:255] kernel32 ntdll
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0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.14 |
Target Fix | 4.16 |
Fix Commit | 3351818 |
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Main Commit | 3358685 |
Created | Sep 14, 2016 |
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Resolved | Mar 17, 2017 |
Updated | Mar 29, 2017 |