This is an infrequent crash occurring for users in 4.17. Users have not provided any descriptions of their actions when the crash occurred.
The callstack is the same as in [Link Removed], but that was fixed in 4.14 and only possible because the Property Matrix could be opened without an actor selected.
Source Context
57 void FAssetEditorToolkit::InitAssetEditor( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, const FName AppIdentifier, const TSharedRef<FTabManager::FLayout>& StandaloneDefaultLayout, const bool bCreateDefaultStandaloneMenu, const bool bCreateDefaultToolbar, const TArray<UObject*>& ObjectsToEdit, const bool bInIsToolbarFocusable ) 58 { 59 // Must not already be editing an object 60 check( ObjectsToEdit.Num() > 0 ); 61 ***** check( EditingObjects.Num() == 0 ); 62 63 bIsToolbarFocusable = bInIsToolbarFocusable;
repro steps currently unknown. It looks like the Property Matrix may be opened without an asset selected, but unsure how to accomplish this
Assertion failed: ObjectsToEdit.Num() > 0 [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Editor\UnrealEd\Private\Toolkits\AssetEditorToolkit.cpp] [Line: 61] UE4Editor_UnrealEd!FAssetEditorToolkit::InitAssetEditor() [asseteditortoolkit.cpp:62] UE4Editor_PropertyEditor!FPropertyEditorToolkit::Initialize() [propertyeditortoolkit.cpp:163] UE4Editor_PropertyEditor!FPropertyEditorToolkit::CreateEditor() [propertyeditortoolkit.cpp:107] UE4Editor_PropertyEditor!FPropertyEditorModule::CreatePropertyEditorToolkit() [propertyeditormodule.cpp:399] UE4Editor_PropertyEditor!SDetailsView::OnOpenRawPropertyEditorClicked() [sdetailsview.cpp:288] UE4Editor_PropertyEditor!TMemberFunctionCaller<SDetailsView,FReply() [delegateinstanceinterface.h:165] UE4Editor_PropertyEditor!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SDetailsView,FReply() [tuple.h:497] UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SDetailsView,0,FReply __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [delegatesignatureimpl.inl:537] UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:282] 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()
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48986 in the post.