If you have a collapsed graph with user defined structure as output, and if the output pin is split, the BP always crashes the editor after you reopening the project.
This can also happen in level blueprint, crashing the editor on opening the map.
To just test the crash, open the attached project and try to open NewBlueprint
Steps to create the repro scene:
1. Create a new user defined struct
2. Create a new BP actor
3. Add a print string node then select it and create collapsed graph(collapse nodes)
4. In the collapseGraph, add the user defined struct to Outputs
5. Split the output pin
6. Save then reopen the project
7. Try to reopen the BP actor...Editor crashes
UE4Editor_CoreUObject!UScriptStruct::InitializeStruct() class.cpp:2346
UE4Editor_BlueprintGraph!UK2Node_MakeStruct::AllocateDefaultPins() k2node_makestruct.cpp:157
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::CreateSplitPinNode() edgraphschema_k2.cpp:6233
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::SplitPin() edgraphschema_k2.cpp:6254
UE4Editor_BlueprintGraph!UK2Node::RestoreSplitPins() k2node.cpp:546
UE4Editor_BlueprintGraph!UK2Node_Tunnel::ReallocatePinsDuringReconstruction() k2node_tunnel.cpp:259
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() k2node.cpp:463
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::ReconstructNode() edgraphschema_k2.cpp:4360
UE4Editor_UnrealEd!FBlueprintEditorUtils::ReconstructAllNodes() blueprinteditorutils.cpp:594
UE4Editor_UnrealEd!FBlueprintEditorUtils::RegenerateBlueprintClass() blueprinteditorutils.cpp:1403
UE4Editor_CoreUObject!FLinkerLoad::RegenerateBlueprintClass() blueprintsupport.cpp:395
UE4Editor_CoreUObject!FLinkerLoad::FinalizeBlueprint() blueprintsupport.cpp:1368
UE4Editor_CoreUObject!FLinkerLoad::Preload() linkerload.cpp:3466
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() linkerload.cpp:4131
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() linkerload.cpp:4353
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() linkerload.cpp:3827
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() linkerload.cpp:4353
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() linkerload.cpp:3827
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() linkerload.cpp:2885
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() linkerload.cpp:3024
UE4Editor_CoreUObject!LoadPackageInternalInner() uobjectglobals.cpp:1311
UE4Editor_CoreUObject!LoadPackage() uobjectglobals.cpp:1477
UE4Editor_UnrealEd!UEditorEngine::Map_Load() editorserver.cpp:2522
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() editorserver.cpp:6137
UE4Editor_UnrealEd!UEditorEngine::Exec() editorserver.cpp:5614
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() unrealedsrv.cpp:670
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() filehelpers.cpp:2220
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() filehelpers.cpp:3536
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() unrealedmisc.cpp:337
UE4Editor_UnrealEd!EditorInit() unrealedglobals.cpp:97
UE4Editor!GuardedMain() launch.cpp:150
UE4Editor!GuardedMainWrapper() launchwindows.cpp:134
UE4Editor!WinMain() launchwindows.cpp:210
UE4Editor!__scrt_common_main_seh() exe_common.inl:264
kernel32!<Unknown>
ntdll!<Unknown>
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-41073 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.14 |
Target Fix | 4.15 |
Created | Jan 25, 2017 |
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Resolved | Jan 27, 2017 |
Updated | Apr 27, 2018 |