Description

This is a common crash occurring in 4.17 and back to at least 4.15.

User Descriptions

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Source Context

 1734       						check(ResolveType == EPinResolveType::LinkedTo);
 1735       
 1736       						check(ExistingPin && *ExistingPin); // the transaction buffer is corrupt
 1737       						FGuid RequestingPinId = RequestingPin->PinId;
 1738       						UEdGraphPin** LinkedTo = (*ExistingPin)->LinkedTo.FindByPredicate([&RequestingPinId](const UEdGraphPin* Pin) { return Pin && Pin->PinId == RequestingPinId; });
 1739       						if (LinkedTo)
 1740       						{
 1741       							// case 1:
 1742       							// The second condition here is to avoid asserting when PinIds are reused.
 1743       							// This occur frequently due to current copy paste implementation, which does 
 1744       							// not generate/fixup PinIds at any point:
 1745       							check(*LinkedTo == RequestingPin || (*ExistingPin)->LinkedTo.FindByPredicate([RequestingPin](const UEdGraphPin* Pin) { return Pin == RequestingPin; }));
 1746 ***** 							PinRef = *ExistingPin;
 1747       						}
 1748       						else
 1749       						{
 1750       							// case 2:
 1751       							TArray<FUnresolvedPinData>& UnresolvedPinData = PinHelpers::UnresolvedPins.FindOrAdd(FPinResolveId(PinGuid, LocalOwningNode));
 1752       							UnresolvedPinData.Add(FUnresolvedPinData(RequestingPin, ResolveType, ArrayIdx, true));
 1753       							bRetVal = false;
 1754       						}
 1755       					}
Steps to Reproduce

repro steps currently unknown

Callstack
Assertion failed: *LinkedTo == RequestingPin || 
(*ExistingPin)->LinkedTo.FindByPredicate([RequestingPin](const UEdGraphPin* Pin) { return Pin == RequestingPin; }) 
[File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1746]

UE4Editor_Engine!UEdGraphPin::SerializePin() [edgraphpin.cpp:1747]
UE4Editor_Engine!UEdGraphPin::SerializePinArray() [edgraphpin.cpp:1624]
UE4Editor_Engine!UEdGraphPin::Serialize() [edgraphpin.cpp:1454]
UE4Editor_Engine!UEdGraphPin::SerializePin() [edgraphpin.cpp:1785]
UE4Editor_Engine!UEdGraphPin::SerializePinArray() [edgraphpin.cpp:1624]
UE4Editor_Engine!UEdGraphNode::Serialize() [edgraphnode.cpp:432]
UE4Editor_BlueprintGraph!UK2Node::Serialize() [k2node.cpp:114]
UE4Editor_UnrealEd!FTransaction::FObjectRecord::SerializeContents() [editortransaction.cpp:150]
UE4Editor_UnrealEd!FTransaction::FObjectRecord::Load() [editortransaction.cpp:194]
UE4Editor_UnrealEd!FTransaction::Apply() [editortransaction.cpp:460]
UE4Editor_UnrealEd!UTransBuffer::Undo() [editortransaction.cpp:874]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl.h:434]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160]
UE4Editor_UnrealEd!FBaseToolkit::ProcessCommandBindings() [basetoolkit.cpp:74]
UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::OnKeyDown() [sstandaloneasseteditortoolkithost.cpp:324]
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:1553]
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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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.154.164.17
Target Fix4.18
Fix Commit3668005
Release Commit3668005
CreatedAug 29, 2017
ResolvedSep 27, 2017
UpdatedOct 30, 2017
View Jira Issue