This is a trending crash coming out of the 4.17.0 release
User Descriptions
Source Context
164 if (GEditor->GetSelectedComponentCount() > 0) 165 { 166 TArray<UActorComponent*> SelectedComponents; 167 for (FSelectedEditableComponentIterator It(GEditor->GetSelectedEditableComponentIterator()); It; ++It) 168 { 169 SelectedComponents.Add(CastChecked<UActorComponent>(*It)); 170 } 171 172 MenuBuilder.BeginSection("ComponentControl", LOCTEXT("ComponentControlHeading", "Component")); 173 { 174 auto OwnerActor = GEditor->GetSelectedActors()->GetTop<AActor>(); 175 check(OwnerActor); 176 177 ***** MenuBuilder.AddMenuEntry( 178 FLevelEditorCommands::Get().SelectComponentOwnerActor, 179 NAME_None, 180 FText::Format(LOCTEXT("SelectComponentOwner", "Select Owner [{0}]"), FText::FromString(OwnerActor->GetHumanReadableName())), 181 TAttribute<FText>(), 182 FSlateIconFinder::FindIconForClass(OwnerActor->GetClass()) 183 ); 184 185 MenuBuilder.AddMenuEntry(FEditorViewportCommands::Get().FocusViewportToSelection); 186 187 188 const FVector* ClickLocation = &GEditor->ClickLocation; 189 FUIAction GoHereAction; 190 GoHereAction.ExecuteAction = FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::GoHere_Clicked, ClickLocation); 191 192 MenuBuilder.AddMenuEntry(FLevelEditorCommands::Get().GoHere);
repro steps currently unknown
Assertion failed: OwnerActor [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Editor\LevelEditor\Private\LevelEditorContextMenu.cpp] [Line: 176] UE4Editor_LevelEditor!FLevelEditorContextMenu::FillMenu() [leveleditorcontextmenu.cpp:178] UE4Editor_LevelEditor!FLevelEditorContextMenu::BuildMenuWidget() [leveleditorcontextmenu.cpp:157] UE4Editor_LevelEditor!FLevelEditorContextMenu::SummonMenu() [leveleditorcontextmenu.cpp:576] UE4Editor_LevelEditor!SLevelEditor::SummonLevelViewportContextMenu() [sleveleditor.cpp:1399] UE4Editor_UnrealEd!ClickHandlers::PrivateSummonContextMenu() [levelviewportclickhandlers.cpp:43] UE4Editor_UnrealEd!ClickHandlers::ClickActor() [levelviewportclickhandlers.cpp:165] UE4Editor_UnrealEd!FLevelEditorViewportClient::ProcessClick() [leveleditorviewport.cpp:1966] UE4Editor_UnrealEd!FEditorViewportClient::ProcessClickInViewport() [editorviewportclient.cpp:2618] UE4Editor_UnrealEd!FEditorViewportClient::InputKey() [editorviewportclient.cpp:2380] UE4Editor_UnrealEd!FLevelEditorViewportClient::InputKey() [leveleditorviewport.cpp:2518] UE4Editor_Engine!FSceneViewport::OnMouseButtonUp() [sceneviewport.cpp:575] UE4Editor_Slate!SViewport::OnMouseButtonUp() [sviewport.cpp:200] UE4Editor_Slate!<lambda_1002768c627006711ef2f351a87ec0e7>::operator() [slateapplication.cpp:5199] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [slateapplication.cpp:232] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:5188] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5690] UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5670] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1718] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2161] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:881] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:721] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() 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!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48444 in the post.