Description

Note those are not 100% repro steps they are what I remember doing.

I've got this issue twice so far and both times I was editing a blueprint and switching between constructions script and event graph

Steps to Reproduce
  1. Open QaGame
  2. Open AEoverview map
  3. Open Asset AEO_StageFloor
  4. In the construction script select the add child actor components and set them to is editor only
  5. Launch on windows
  6. Load a bunch of audio levels.
  7. Exit out of the launch on
  8. cut all the BP logic in the construction script and paste them into the event graph
  9. Start connecting the event begin play
    Result
    Editor crashed

My 2nd repro was similar to the first
The difference was at step 7 I pressed PIE, exited, closed the BP and then reopened it.

Callstack
UE4Editor_BlueprintGraph!FBlueprintActionInfo::GetOwnerClass() blueprintactionfilter.cpp:1779 
UE4Editor_BlueprintGraph!BlueprintActionFilterImpl::IsDeprecated() blueprintactionfilter.cpp:823 
UE4Editor_BlueprintGraph!FBlueprintActionFilter::IsFilteredByThis() blueprintactionfilter.cpp:2026 
UE4Editor_BlueprintGraph!FBlueprintActionFilter::IsFiltered() blueprintactionfilter.cpp:1968 
UE4Editor_Kismet!FBlueprintActionMenuBuilderImpl::FMenuSectionDefinition::MakeMenuItems() blueprintactionmenubuilder.cpp:411 
UE4Editor_Kismet!FBlueprintActionMenuBuilder::RebuildActionList() blueprintactionmenubuilder.cpp:532 
UE4Editor_Kismet!FBlueprintActionMenuUtils::MakeContextMenu() blueprintactionmenuutils.cpp:686 
UE4Editor_Kismet!SBlueprintActionMenu::CollectAllActions() sblueprintactionmenu.cpp:455 
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SBlueprintActionMenu,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:327 
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SBlueprintActionMenu,0,void __cdecl() delegateinstancesimpl.h:434 
UE4Editor_GraphEditor!SGraphActionMenu::RefreshAllActions() sgraphactionmenu.cpp:351 
UE4Editor_GraphEditor!SGraphActionMenu::Construct() sgraphactionmenu.cpp:341 
UE4Editor_Kismet!TDecl<SGraphActionMenu,RequiredArgs::T0RequiredArgs>::operator<<=() declarativesyntaxsupport.h:1087 
UE4Editor_Kismet!SBlueprintActionMenu::Construct() sblueprintactionmenu.cpp:264 
UE4Editor_Kismet!TDecl<SBlueprintActionMenu,RequiredArgs::T1RequiredArgs<TSharedRef<FBlueprintEditor,0> && __ptr64> >::operator<<=() declarativesyntaxsupport.h:1087 
UE4Editor_Kismet!FBlueprintEditor::OnCreateGraphActionMenu() blueprinteditor.cpp:3135 
UE4Editor_Kismet!TMemberFunctionCaller<FBlueprintEditor,FActionMenuContent() delegateinstanceinterface.h:165 
UE4Editor_Kismet!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<FBlueprintEditor,FActionMenuCont tuple.h:497 
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,FActionMenuContent __cdecl() delegateinstancesimpl.h:327 
UE4Editor_GraphEditor!TBaseDelegate<FActionMenuContent,UEdGraph * __ptr64,FVector2D const & __ptr64,TArray<UEdGraphPin * __ptr64,FDefaultAllocator> co delegatesignatureimpl.inl:537 
UE4Editor_GraphEditor!SGraphEditorImpl::GraphEd_OnGetContextMenuFor() sgrapheditorimpl.cpp:509 
UE4Editor_GraphEditor!TMemberFunctionCaller<SGraphEditorImpl,FActionMenuContent() delegateinstanceinterface.h:165 
UE4Editor_GraphEditor!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SGraphEditorImpl,FActionMenuCont tuple.h:497 
UE4Editor_GraphEditor!TBaseSPMethodDelegateInstance<0,SGraphEditorImpl,0,FActionMenuContent __cdecl() delegateinstancesimpl.h:327 
UE4Editor_GraphEditor!TBaseDelegate<FActionMenuContent,FGraphContextMenuArguments const & __ptr64>::Execute() delegatesignatureimpl.inl:537 
UE4Editor_GraphEditor!SGraphPanel::SummonContextMenu() sgraphpanel.cpp:1035 
UE4Editor_GraphEditor!FDragConnection::DroppedOnPanel() dragconnection.cpp:278 
UE4Editor_GraphEditor!SGraphPanel::OnDrop() sgraphpanel.cpp:941 
UE4Editor_Slate!<lambda_6fe3fac4210ea4fdbbd9f162046616f6>::operator() slateapplication.cpp:5076 
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_6fe3fac4210ea4fdbbd9f162046616f6> >() slateapplication.cpp:239 
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() slateapplication.cpp:5072 
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:5515 
UE4Editor_Slate!FSlateApplication::OnMouseUp() slateapplication.cpp:5495 
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1704 
UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:2127 
UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:867 
UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:714 
user32!<Unknown> 
user32!<Unknown> 
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:980 
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:3062 
UE4Editor!GuardedMain() launch.cpp:166 
UE4Editor!GuardedMainWrapper() launchwindows.cpp:134 
UE4Editor!WinMain() launchwindows.cpp:210 
UE4Editor!__scrt_common_main_seh() exe_common.inl:253 
kernel32!<Unknown> 
ntdll!<Unknown> 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44505 in the post.

0
Login to Vote

Fixed
ComponentUE - Gameplay - Blueprint Editor
Affects Versions4.164.17
Target Fix4.17
Fix Commit3461210
Main Commit3510073
CreatedApr 28, 2017
ResolvedMay 26, 2017
UpdatedJul 25, 2017
View Jira Issue