Changing Color Grading settings of a post process volume and using "Enter" to commit changes prevents the editor from entering PIE / Simulate mode with the error message "Can't Play In Editor / Simulate when performing Edit X operation"
Workaround:
Using Stand Alone is still available
Regression:
Yes - PIE still works & no crash in 4.15.3
Working - 4.15.3 (CL 3450819)
Broken - 4.16.2 (CL 3514769)
Licensee suggested the following fix in SColorGradingPicker::Construct which works on their end:
SAssignNew(NumericEntryBoxWidget, SNumericEntryBox<float>) .EditableTextBoxStyle(&FCoreStyle::Get().GetWidgetStyle<FEditableTextBoxStyle>("DarkEditableTextBox")) .Value(this, &SColorGradingPicker::OnGetMainValue) .OnValueChanged(this, &SColorGradingPicker::OnMainValueChanged, false) // --- NEW CODE BELOW --- .OnValueCommitted(SNumericEntryBox<float>::FOnValueCommitted::CreateLambda([this](float NewValue, ETextCommit::Type CommitType) -> void { OnMainValueChanged(NewValue, true); }))
Result:
PIE doesn't start and the editor provides error in description. Editor crashes on exit
Expected:
PIE can be run and editor closes gracefully on exit.
LoginId:7156c35640f86204e61b8383f45dee17 EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c 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_EditablePinBase::Serialize() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\blueprintgraph\private\k2node_editablepinbase.cpp:208] UE4Editor_BlueprintGraph!UK2Node_Event::Serialize() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\blueprintgraph\private\k2node_event.cpp:55] 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:845] 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:253] kernel32 ntdll
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-47730 in the post.