Editing property with InlineEditConditionToggle meta specifier causes the editor to crash.
Workaround:
Calling Super::PostEditChangeProperty after property changing code prevents crash from occurring.
USTRUCT() struct FTestStruct { GENERATED_BODY() UPROPERTY(EditAnywhere) int32 Prop; UPROPERTY(EditAnywhere, Meta = (InlineEditConditionToggle)) bool bEditConditionProp; UPROPERTY(EditAnywhere, Meta = (EditCondition = bEditConditionProp)) int32 OtherProp; };
#if WITH_EDITOR virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override { Super::PostEditChangeProperty(PropertyChangedEvent); for (FTestStruct& TestStruct : TestArray) { TestStruct.Prop = 1; } } #endif UPROPERTY(EditAnywhere) TArray<FTestStruct> TestArray;
Result:
The editor crashes with listed callstack
Expected:
Checkbox is updated and editor continues to run
MachineId:7156C35640F86204E61B8383F45DEE17 EpicAccountId:c807849e05a0413d99e379f2802cae9c Assertion failed: ContainerPtr [File:D:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 303] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421] UE4Editor_PropertyEditor!FPropertyEditor::SetEditConditionState() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\presentation\propertyeditor\propertyeditor.cpp:385] UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SEditConditionWidget,0,TTypeWrapper<void> __cdecl(enum ECheckBoxState)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317] UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SEditConditionWidget,0,void __cdecl(enum ECheckBoxState)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424] UE4Editor_Slate!SCheckBox::ToggleCheckedState() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:293] UE4Editor_Slate!SCheckBox::OnMouseButtonUp() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:184] 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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-37029 in the post.