Description

Editor crashes on blueprint open when shortcut key is implemented through code inside of the BaseEditorPerProjectUserSettings.ini. Code used in repro is directly from Jeff W suggestion in the forum post.

Adding JIRA ticket per Michael N on forum post:

https://forums.unrealengine.com/showthread.php?146536-Add-quot-Print-to-String-quot-and-quot-Add-Reroute-Node-quot-to-list-of-quot-Spawn-Nodes-by-Chord-quot-shortcut-keys&p=719880&viewfull=1

Crash Reporter:

[Link Removed]

User Description:

Repro Steps 4.14 & 4-10 :

1. In BaseEditorPerProjectUserSettings.ini add this line to the section: [BlueprintSpawnNodes]

+Node=(Class=K2Node_Knot Key=R Shift=false Ctrl=false Alt=false)
2. Clumsy edits may also cause crashing. i.e. Edit the following line in section: [MeshPaintEdit]

DefaultBrushRadi us=128

Steps to Reproduce
  1. Navigate to your engine versions "Engine\Config\BaseEditorPerProjectUserSettings.ini" > open the file
  2. Add "[BlueprintSpawnNodes]
    +Node=(Class=KismetSystemLibrary:PrintString Key=P Shift=false Ctrl=false Alt=false)" without the quotations > Save the file
  3. Open the engine > Create a new Blank project
  4. In the Content Browswer > Create a blueprint actor
  5. Double-click the blueprint to open it

Results: The editor will crash

Expected: For the blueprint to open and have access to the shortcut key that was added (in this case, pressing the P-key should add a Print String to the Event Graph)

Callstack
MachineId:A1BE990B4855275A6B8ACDB5D49D864A
EpicAccountId:75f47e038a8442f0af6c18e1f38eeb85

Fatal error: [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\InputBindingManager.cpp] [Line: 304] 
The command 'BlueprintEditorSpawnNodes.(Class=Actor:ReceiveBeginPlay Key=P Shift=false Ctrl=false Alt=false)' has the same default chord as 'BlueprintEditorSpawnNodes.(Class=KismetSystemLibrary:PrintString Key=P Shift=false Ctrl=false Alt=false)' [P]


UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_Slate!FInputBindingManager::CheckForDuplicateDefaultChords() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\commands\inputbindingmanager.cpp:299]
UE4Editor_Slate!FInputBindingManager::CreateInputCommand() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\commands\inputbindingmanager.cpp:401]
UE4Editor_Slate!FUICommandInfo::MakeCommandInfo() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandinfo.cpp:82]
UE4Editor_Kismet!FBlueprintSpawnNodeCommands::RegisterCommands() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditorcommands.cpp:386]
UE4Editor_Kismet!TCommands<FBlueprintSpawnNodeCommands>::Register() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\public\framework\commands\commands.h:53]
UE4Editor_Kismet!FBlueprintEditor::CreateDefaultCommands() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:2308]
UE4Editor_Kismet!FBlueprintEditor::CommonInitialization() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:1566]
UE4Editor_Kismet!FBlueprintEditor::InitBlueprintEditor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:1682]
UE4Editor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditormodule.cpp:284]
UE4Editor_AssetTools!FAssetTypeActions_Blueprint::OpenAssetEditor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\assettools\private\assettypeactions\assettypeactions_blueprint.cpp:84]
UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\toolkits\asseteditormanager.cpp:338]
UE4Editor_AssetTools!FAssetTypeActions_Base::AssetsActivated() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\assettools\public\assettypeactions_base.h:41]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1822]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:318]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:425]
UE4Editor_ContentBrowser!TBaseDelegate<void,TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type>::ExecuteIfBound() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:609]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\contentbrowser\private\sassetview.cpp:3657]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl(TSharedPtr<FAssetViewItem,0>)>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:318]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:425]
UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:609]
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\public\widgets\views\slistview.h:718]
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\public\widgets\views\stablerow.h:264]
UE4Editor_Slate!<lambda_eeb33fd1b480e3cad58a1531d90d2e14>::operator()() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5404]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5402]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5387]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5365]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1656]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2071]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:814]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:678]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:951]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2811]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

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Fixed
ComponentUE - Gameplay
Affects Versions4.14.34.15.34.16.1
Target Fix4.19
Fix Commit3694458
Main Commit6838042
CreatedJun 7, 2017
ResolvedMay 29, 2019
UpdatedAug 7, 2019