Editor crashes on map reload, if an actor in the level is accessed by blutility get selection set.
1. Make sure blutility is enabled
2. Open the repro project
3. Double click and open NewEditorUtilityBlueprint in Blutility Details. This blutility has one custom event that calls Get Selection Set
4. Select an actor in the level, and click on "Custom Event 0" in Blutility Details
5. Double click MapA to reload the level -> Crash
(If you close Blutility Details before map reload, crash does not happen)
UE4Editor_UnrealEd!UEditorEngine::CheckForWorldGCLeaks() editorserver.cpp:1959
UE4Editor_UnrealEd!UEditorEngine::EditorDestroyWorld() editorserver.cpp:2090
UE4Editor_UnrealEd!UEditorEngine::Map_Load() editorserver.cpp:2442
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:2221
UE4Editor_AssetTools!FAssetTypeActions_World::OpenAssetEditor() assettypeactions_world.cpp:26
UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() asseteditormanager.cpp:349
UE4Editor_AssetTools!FAssetTypeActions_Base::AssetsActivated() assettypeactions_base.h:50
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() scontentbrowser.cpp:1868
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:327
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl() delegateinstancesimpl.h:434
UE4Editor_ContentBrowser!TBaseDelegate<void,TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type>::ExecuteIfBound() delegatesignatureimpl.inl:624
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() sassetview.cpp:3693
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:327
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl() delegateinstancesimpl.h:434
UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() delegatesignatureimpl.inl:624
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() slistview.h:800
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() stablerow.h:287
UE4Editor_Slate!<lambda_eeb33fd1b480e3cad58a1531d90d2e14>::operator() slateapplication.cpp:5473
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >() slateapplication.cpp:238
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() slateapplication.cpp:5471
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() slateapplication.cpp:5454
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() slateapplication.cpp:5432
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1702
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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0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.15, 4.16 |
Created | May 24, 2017 |
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Resolved | Nov 20, 2017 |
Updated | Jul 14, 2021 |