Need to close the editor, reopen, and resave content before deleting redirects.
Ensure occurs when the user triggers a redirected gameplay tag after the redirect has been deleted.
Similar ensure to [Link Removed].
Test Project: [Link Removed]
UE4Editor_GameplayTags!FGameplayTag::MatchesTag() gameplaytagcontainer.cpp:1087 UE4Editor_GameplayTags!UBlueprintGameplayTagLibrary::execMatchesTag() UE4Editor_CoreUObject!UFunction::Invoke() class.cpp:4502 UE4Editor_CoreUObject!UObject::CallFunction() scriptcore.cpp:721 UE4Editor_CoreUObject!UObject::ProcessContextOpcode() scriptcore.cpp:2153 UE4Editor_CoreUObject!UObject::execLetBool() scriptcore.cpp:2068 UE4Editor_CoreUObject!UObject::ProcessInternal() scriptcore.cpp:946 UE4Editor_CoreUObject!UObject::CallFunction() scriptcore.cpp:845 UE4Editor_CoreUObject!UObject::execVirtualFunction() scriptcore.cpp:2259 UE4Editor_CoreUObject!UObject::ProcessInternal() scriptcore.cpp:946 UE4Editor_CoreUObject!UFunction::Invoke() class.cpp:4502 UE4Editor_CoreUObject!UObject::ProcessEvent() scriptcore.cpp:1322 UE4Editor_Engine!AActor::ProcessEvent() actor.cpp:659 UE4Editor_Engine!AActor::ReceiveHit() UE4Editor_Engine!AActor::NotifyHit() actor.cpp:1342 UE4Editor_Engine!AActor::InternalDispatchBlockingHit() actor.cpp:2144 UE4Editor_Engine!AActor::DispatchBlockingHit() actor.cpp:2160 UE4Editor_Engine!UPrimitiveComponent::DispatchBlockingHit() primitivecomponent.cpp:1888 UE4Editor_Engine!UPrimitiveComponent::MoveComponentImpl() primitivecomponent.cpp:1833 UE4Editor_Engine!UMovementComponent::MoveUpdatedComponentImpl() movementcomponent.cpp:500 UE4Editor_Engine!UMovementComponent::SafeMoveUpdatedComponent() movementcomponent.cpp:537 UE4Editor_Engine!UProjectileMovementComponent::TickComponent() projectilemovementcomponent.cpp:147 UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_813da28c01a0b9c538759539d0a87b8d> >() actor.h:3024 UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() actorcomponent.cpp:761 UE4Editor_Engine!FTickFunctionTask::DoTask() ticktaskmanager.cpp:269 UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() taskgraphinterfaces.h:883 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:954 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:701 UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() taskgraph.cpp:1798 UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() ticktaskmanager.cpp:538 UE4Editor_Engine!FTickTaskManager::RunTickGroup() ticktaskmanager.cpp:1450 UE4Editor_Engine!UWorld::RunTickGroup() leveltick.cpp:750 UE4Editor_Engine!UWorld::Tick() leveltick.cpp:1361 UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1469 UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:391 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2960 UE4Editor!GuardedMain() launch.cpp:166 UE4Editor!GuardedMainWrapper() launchwindows.cpp:130 UE4Editor!WinMain() launchwindows.cpp:206 UE4Editor!__scrt_common_main_seh() exe_common.inl:264 kernel32!<Unknown> ntdll!<Unknown>
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0 |
Component | UE - Gameplay |
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Affects Versions | 4.15 |
Target Fix | 4.15 |
Created | Nov 29, 2016 |
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Resolved | Nov 30, 2016 |
Updated | May 8, 2020 |