Description

REGRESSION: Yes, does not occur in 4.16.3

Ensure occurs in in-world component editing, when the user selects and copies a component and its child at the same time.

This doesn't occur if these components are copied individually. This also doesn't occur in the SCS Editor in blueprints.

Steps to Reproduce

NEW REPRO

  1. Open QAGame in editor.
  2. Select the Floor mesh in the default level.
  3. From the Modes panel, drag two cube meshes into the components section in the Details panel, to add two static mesh components.
  4. Select all three static mesh components.
  5. Press Ctrl+C.

ORIGINAL REPRO

  1. # Open QAGame in editor.
  2. Select the Floor mesh in the default level.
  3. From the Modes panel, drag a cube mesh into the components section in the Details panel, to add a static mesh component.
  4. Select both static mesh components.
  5. Press Ctrl+C.

RESULT

Ensure.

Callstack
Ensure condition failed: InParent != this [File:D:\Framework\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1596] Cannot attach a component to itself.

UE4Editor_Engine!USceneComponent::SetupAttachment() scenecomponent.cpp:1596 
UE4Editor_UnrealEd!FComponentEditorUtils::CopyComponents() componenteditorutils.cpp:390 
UE4Editor_Kismet!SSCSEditor::CopySelectedNodes() sscseditor.cpp:5355 
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SSCSEditor,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:327 
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SSCSEditor,0,void __cdecl() delegateinstancesimpl.h:434 
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() uicommandlist.cpp:216 
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() uicommandlist.cpp:160 
UE4Editor_Kismet!SSCSEditor::OnKeyDown() sscseditor.cpp:3774 
UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() slateapplication.cpp:4771 
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() slateapplication.cpp:232
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() slateapplication.cpp:214
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() slateapplication.cpp:4769 
UE4Editor_Slate!FSlateApplication::OnKeyDown() slateapplication.cpp:4681 
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1541 
UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:2149 
UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:869 
UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:709 
user32!<Unknown> 
user32!<Unknown> 
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:1009 
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:3151 
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-47870 in the post.

1
Login to Vote

Fixed
ComponentUE - Gameplay - Components
Affects Versions4.174.18
Target Fix4.17
Fix Commit3566559
Main Commit3596628
Release Commit3566559
CreatedJul 31, 2017
ResolvedAug 1, 2017
UpdatedApr 27, 2018
View Jira Issue