Description

I think this issue is mostly caused by users accidentally pasting a lot of text from (for example)a blueprint node while renaming a component. All you have to do is have a BP node in your clipboard and paste that into the name field of a component and you will get a crash. This can be triggered by any text as long as the amount of characters exceed 1024. Copying a blueprint node is just an easy way to do this.

USER PROVIDED INFO

  • Pawn -> Component -> Move -> Rename
  • renaming a component in the blueprint editor, pressed paste, it crashed. maybe an overflow when renaming a component
Steps to Reproduce
  1. open a blank project
  2. Add any blueprint
  3. Open and copy the event begin play node to your clipboard (Ctrl+C)
  4. Create a new box component
  5. While the name field is still active paste

RESULT
Engine crashes immediately.

EXPECTED
A large amount of text gets pasted into the name field. Or it gracefully rejects the name.

Callstack
UE4Editor_Core!FName::InitInternal<char>() [unrealnames.cpp:606]
UE4Editor_Core!FName::InitInternal_HashSplit<char>() [unrealnames.cpp:598]
UE4Editor_Core!FName::Init() [unrealnames.cpp:551]
UE4Editor_Core!FName::FName() [unrealnames.cpp:432]
UE4Editor_UnrealEd!FComponentEditorUtils::IsComponentNameAvailable() [componenteditorutils.cpp:210]
UE4Editor_Kismet!SSCS_RowWidget::OnNameTextVerifyChanged() [sscseditor.cpp:2947]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SSCS_RowWidget,0,bool __cdecl() [delegateinstancesimpl.h:327]
UE4Editor_Slate!SInlineEditableTextBlock::OnTextChanged() [sinlineeditabletextblock.cpp:243]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,void __cdecl() [delegateinstancesimpl.h:434]
UE4Editor_Slate!FSlateEditableTextLayout::EndEditTransaction() [slateeditabletextlayout.cpp:2800]
UE4Editor_Slate!FSlateEditableTextLayout::PasteTextFromClipboard() [slateeditabletextlayout.cpp:1701]
UE4Editor_Slate!TBaseRawMethodDelegateInstance<0,FSlateEditableTextLayout,void __cdecl() [delegateinstancesimpl.h:648]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160]
UE4Editor_Slate!FSlateEditableTextLayout::HandleKeyDown() [slateeditabletextlayout.cpp:932]
UE4Editor_Slate!SEditableText::OnKeyDown() [seditabletext.cpp:185]
UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() [slateapplication.cpp:4681]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:238]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [slateapplication.cpp:220]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4679]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4592]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1533]
UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2120]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:867]
UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:714]
user32!UserCallWinProcCheckWow()
user32!DispatchMessageWorker()
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:980]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2977]
UE4Editor!GuardedMain() [launch.cpp:166]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134]
UE4Editor!WinMain() [launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:264]
kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.134.144.15
Target Fix4.16
Fix Commit3377981
Main Commit3380073
CreatedMar 16, 2017
ResolvedApr 4, 2017
UpdatedApr 27, 2018