Description

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.

Error message:

Assertion failed: GEditor->GetSelectedActorCount() == 1 [Link Removed] [Line: 1601]

Source Context:

1587       		if (CanProcess == EEditAction::Process)
 1588       		{
 1589       			return true;
 1590       		}
 1591       		else if (CanProcess == EEditAction::Halt)
 1592       		{
 1593       			return false;
 1594       		}
 1595       	}
 1596       
 1597       	bool bCanPaste = false;
 1598       	if (GEditor->GetSelectedComponentCount() > 0)
 1599       	{
 1600       		check(GEditor->GetSelectedActorCount() == 1);
 1601 ***** 		auto SelectedActor = CastChecked<AActor>(*GEditor->GetSelectedActorIterator());
 1602       		bCanPaste = FComponentEditorUtils::CanPasteComponents(SelectedActor->GetRootComponent());
 1603       	}
 1604       	else
 1605       	{
 1606       		bCanPaste = GUnrealEd->CanPasteSelectedActorsFromClipboard(GetWorld());
 1607       	}
 1608       
 1609       	return bCanPaste;
 1610       }
 1611       
 1612       bool FLevelEditorActionCallbacks::PasteHere_CanExecute()
 1613       {
 1614       	return Paste_CanExecute();	// For now, just do the same check as Paste
 1615       }
 1616       

Most recent user affected CL: 3249277

Logs:
[Link Removed]
[Link Removed]
[Link Removed]
[Link Removed]

Issue call stack shares some similarities with [Link Removed]


CrashReporter User Descriptions:

  • trying to drag the brazier into the game. Having an incredibly hard time doing so as it constantly unselects itself as soon as i start dragging. Everything I drag does that, actually. All of the blueprints and the tabs i try to rearrange. This time it happened to freeze and crash when I clicked on the brazier blueprint to drag it. Unreal Engine 4 looks awesome and all, but it's incredibly frustrating to use right now.
  • I was moving a starter content sm door frame along the z axis
  • Accidentally selected whole scene, & it crashed upon removing focus by clicking skybox
  • trying to delete a floor
  • I added a Floor to the scene and right clicked and it crashed
  • Just tried to move a simple bsp wall block with a text render in the viewport
  • I was attempting to select the Third Person Character when the engine froze. I thought nothing of this as it had happened often, only to see that the engine had crashed.
Steps to Reproduce

1) Open QAGameEditor
2) in the default map select the floor
3) in the actor component tree select the StaticMeshComponent
4) in the actor component tree select the Floor actor entry
6) hit ctrl + z
7) double click the floor mesh in the viewport
8) right click the floor mesh in the viewport

you should then hit the check conditions

Callstack
UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
UE4Editor_Slate!FUICommandList::CanExecuteAction() [uicommandlist.cpp:106]
UE4Editor_Slate!SMenuEntryBlock::IsEnabled() [smenuentryblock.cpp:1090]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<1,SMenuEntryBlock,0,bool __cdecl() [delegateinstancesimpl.h:318]
UE4Editor_SlateCore!TAttribute<bool>::Get() [attribute.h:135]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() [scompoundwidget.cpp:25]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692]
UE4Editor_SlateCore!SOverlay::OnPaint() [soverlay.cpp:100]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() [spanel.cpp:44]
UE4Editor_SlateCore!SPanel::OnPaint() [spanel.cpp:19]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() [spanel.cpp:44]
UE4Editor_SlateCore!SPanel::OnPaint() [spanel.cpp:19]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() [spanel.cpp:44]
UE4Editor_SlateCore!SPanel::OnPaint() [spanel.cpp:19]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692]
UE4Editor_SlateCore!SOverlay::OnPaint() [soverlay.cpp:100]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() [spanel.cpp:44]
UE4Editor_SlateCore!SPanel::OnPaint() [spanel.cpp:19]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() [scompoundwidget.cpp:25]
UE4Editor_Slate!SScrollBox::OnPaint() [sscrollbox.cpp:953]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() [scompoundwidget.cpp:25]
UE4Editor_Slate!SBorder::OnPaint() [sborder.cpp:86]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() [scompoundwidget.cpp:25]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:692]
UE4Editor_SlateCore!FSlateWindowElementList::FDeferredPaint::ExecutePaint() [drawelements.cpp:579]
UE4Editor_SlateCore!FSlateWindowElementList::PaintDeferred() [drawelements.cpp:604]
UE4Editor_SlateCore!SWidget::Paint() [swidget.cpp:719]
UE4Editor_Slate!FSlateApplication::DrawWindowAndChildren() [slateapplication.cpp:1127]
UE4Editor_Slate!FSlateApplication::DrawWindowAndChildren() [slateapplication.cpp:1216]
UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [slateapplication.cpp:1367]
UE4Editor_Slate!FSlateApplication::DrawWindows() [slateapplication.cpp:1084]
UE4Editor_Slate!FSlateApplication::TickApplication() [slateapplication.cpp:1689]
UE4Editor_Slate!FSlateApplication::Tick() [slateapplication.cpp:1481]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2894]
UE4Editor!GuardedMain() [launch.cpp:152]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126]
UE4Editor!WinMain() [launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:264]
kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.124.134.14
Target Fix4.15
Fix Commit3273225
Main Commit3389599
Release Commit3273225
CreatedJan 17, 2017
ResolvedJan 26, 2017
UpdatedApr 27, 2018
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