Crash when saving a Data Table that is referencing itself in a Data Table Row Handle. Reopening the project also causes a crash.
*Regression: Yes
This was fixed and working in 4.13-3037605
This is not working in 4.15.0-3299760*
Here is the JIRA where it was reported in 4.12.4 and fixed in 4.13: https://jira.it.epicgames.net/browse/UE-32670
User Description:
So a struct with a data table row handle member, creating a data table with that struct, you can now set a data table and its row, inside that data table.
While selecting other data tables work, selecting the same data table will crash the engine. Not when it is compiled and not when playing, but when saving. And it will also cause the engine to crash when it starts up.
1. Open a new Blank project
2. Create a new Struct & open it
3. Change MemberVar_0 to a DataTableRowHandle type
4. Save and close the struct
5. Create a DataTable of the struct that was just created & open it
6. Click the + under RowEditor
7. Click the arrow beside MemberVar_0 > Change the DataTable to the itself (the data table that was just created)
8. File > Save
Results: The project will crash and will crash again on reopening the project
Expected: For the DataTable to save without error
LoginId:a1be990b4855275a6b8acdb5d49d864a EpicAccountId:75f47e038a8442f0af6c18e1f38eeb85 Assertion failed: Index.IsExport() && ExportMap.IsValidIndex(Index.ToExport()) [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject/Linker.h] [Line: 138] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_AssetRegistry!FAssetRegistry::DependencyDataGathered() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\assetregistry\private\assetregistry.cpp:2212] UE4Editor_AssetRegistry!FAssetRegistry::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\assetregistry\private\assetregistry.cpp:1516] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1399] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
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