This is a somewhat common crash affecting users in 4.17. Users have not provided any descriptions of their actions when the crash occurred.
Source Context
606 void UEdGraphPin::AddStructReferencedObjects(class FReferenceCollector& Collector) 607 { 608 Collector.AddReferencedObject(PinType.PinSubCategoryMemberReference.MemberParent); 609 Collector.AddReferencedObject(DefaultObject); 610 } 611 612 void UEdGraphPin::SerializeAsOwningNode(FArchive& Ar, TArray<UEdGraphPin*>& ArrayRef) 613 { 614 UEdGraphPin::SerializePinArray(Ar, ArrayRef, nullptr, EPinResolveType::OwningNode); 615 } 616 617 bool UEdGraphPin::Modify(bool bAlwaysMarkDirty) 618 ***** { 619 UEdGraphNode* LocalOwningNode = GetOwningNodeUnchecked(); 620 if (LocalOwningNode) 621 { 622 return LocalOwningNode->Modify(bAlwaysMarkDirty); 623 } 624 625 return false; 626 }
Create two structs Inner and Outer
Add two members (A & B) of type Inner to Outer
Add two members (X & Y) of type Integer to Inner
In an Actor blueprint place two Make Outer nodes down
On one split the Output pins until you have 4 integer nodes
On the other split the Input pins until you have 4 integer nodes
Connect one output pin from the node with split Outputs to one of the Y input pins of the node with split Inputs
Set both X input pins to a value other than 0
Save all assets
Force Delete the Inner asset from the content browser
Right click and reload and then open the Actor blueprint
Delete one of the Make nodes.
Access violation - code c0000005 (first/second chance not available) UE4Editor_Engine!UEdGraphPin::Modify() [edgraphpin.cpp:619] UE4Editor_BlueprintGraph!UEdGraphSchema_K2::RecombinePin() [edgraphschema_k2.cpp:6703] UE4Editor_BlueprintGraph!<lambda_9482d069363a199b32ef6d42a013651c>::operator() [k2node.cpp:429] UE4Editor_BlueprintGraph!UK2Node::PinConnectionListChanged() [k2node.cpp:432] UE4Editor_Engine!UEdGraphSchema::BreakPinLinks() [edgraphschema.cpp:574] UE4Editor_BlueprintGraph!UEdGraphSchema_K2::BreakPinLinks() [edgraphschema_k2.cpp:4392] UE4Editor_Engine!UEdGraphSchema::BreakNodeLinks() [edgraphschema.cpp:531] UE4Editor_BlueprintGraph!UEdGraphSchema_K2::BreakNodeLinks() [edgraphschema_k2.cpp:4378] UE4Editor_UnrealEd!FBlueprintEditorUtils::RemoveNode() [blueprinteditorutils.cpp:2718] UE4Editor_Kismet!FBlueprintEditor::DeleteSelectedNodes() [blueprinteditor.cpp:5516] 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_GraphEditor!SGraphEditorImpl::OnKeyDown() [sgrapheditorimpl.cpp:78] 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()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-49447 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.17 |
Target Fix | 4.17.2 |
Fix Commit | 3644037 |
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Created | Sep 7, 2017 |
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Resolved | Sep 14, 2017 |
Updated | Apr 27, 2018 |