Crash occurs when selecting all actors and pressing "End" to snap them to the floor. This doesn't occur if you create a blank map and add a few actors to it. The specific conditions may need to be further narrowed down by QA.
This is a common and longstanding crash that has occurred since at least 4.13 and affected more than 180 users.
User Descriptions
Source Context
4921 // Forces a line trace. 4922 Extent = FVector::ZeroVector; 4923 LocationOffset = StartLocation - Object.GetWorldLocation(); 4924 } 4925 else 4926 { 4927 ***** StartLocation = Object.GetBounds().Origin; 4928 4929 Extent = Object.GetBounds().BoxExtent; 4930 LocationOffset = StartLocation - Object.GetWorldLocation(); 4931 }
Result: Crash
Access violation - code c0000005 (first/second chance not available) UE4Editor_UnrealEd!UEditorEngine::SnapObjectTo() [editorserver.cpp:4911] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::SnapTo_Clicked() [leveleditoractions.cpp:2871] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::SnapToFloor_Clicked() [leveleditoractions.cpp:2816] UE4Editor_LevelEditor!TBaseStaticDelegateInstance<void __cdecl() [delegateinstancesimpl.h:1027] UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216] UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160] UE4Editor_UnrealEd!SEditorViewport::OnKeyDown() [seditorviewport.cpp:109] UE4Editor_LevelEditor!SLevelViewport::OnKeyDown() [slevelviewport.cpp:444] UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() [slateapplication.cpp:4630] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:239] UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [slateapplication.cpp:221] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4628] UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4541] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1539] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2127] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:714] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:1009] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3058] 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-48996 in the post.