There is a compound issue with using the post process volume. Editing the value by using the mouse or dragging on the color wheel does not trigger this issue. Using the keyboard to edit this value causes the editor to no longer allow the user to play in editor (Screenshot_01). Then closing the editor without saving causes the engine to crash.
Regression:
This issue does not occur in 4.15.3 bianry build of the engine (This is because the new color picker tools were introduced in 4.16)
Result: The Editor will not allow the user to PIE and will crash when the editor is closed
Expected Result: The Editor would allow the user to PIE and will not crash when the editor is closed
Assertion failed: !PinRef->bWasTrashed [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1502] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_Engine!UEdGraphPin::SerializePin() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1503] UE4Editor_Engine!UEdGraphPin::SerializePinArray() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1453] UE4Editor_Engine!UEdGraphNode::Serialize() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:429] UE4Editor_BlueprintGraph!UK2Node::Serialize() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:78] UE4Editor_BlueprintGraph!UK2Node_CallFunction::Serialize() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:1878] UE4Editor_UnrealEd!FTransaction::FObjectRecord::SerializeContents() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editortransaction.cpp:146] UE4Editor_UnrealEd!FTransaction::FObjectRecord::FObjectRecord() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editortransaction.cpp:80] UE4Editor_UnrealEd!FTransaction::SaveObject() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editortransaction.cpp:385] UE4Editor_CoreUObject!SaveToTransactionBuffer() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2116] UE4Editor_CoreUObject!UObject::Modify() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:1068] UE4Editor_Engine!UEdGraphPin::BreakLinkTo() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:323] UE4Editor_Engine!UEdGraphPin::BreakAllPinLinks() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:349] UE4Editor_Engine!UEdGraphPin::DestroyImpl() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1259] UE4Editor_Engine!UEdGraphNode::BeginDestroy() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:536] UE4Editor_CoreUObject!UObject::ConditionalBeginDestroy() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:878] UE4Editor_CoreUObject!StaticExit() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:4134] UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027] UE4Editor!TBaseMulticastDelegate<void>::Broadcast() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937] UE4Editor!FEngineLoop::AppPreExit() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3761] UE4Editor!FEngineLoop::Exit() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2721] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:177] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build\++ue4+release-4.16+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
Head over to the existing Questions & Answers thread and let us know what's up.
6 |
Fix Commit | 3467192 |
---|---|
Main Commit | 3499771 |
Created | May 30, 2017 |
---|---|
Resolved | May 31, 2017 |
Updated | Apr 27, 2018 |