Crash after adding an AI Perception component to a parent and child character. First they both must have had AI Perception components > Compiled and saved > Then both AI Perception components deleted > Compiled and saved
This is a regression:
Working in 4.16.3-3561208
Not working in 4.17.1-3586342
User Description: This sounds strange when explained as a test case, but the usecase for this would be reimplementing something in the parent class but forgetting to remove it from the child class and cleaning up after.
It also happened to me on a live project where I have Save after compilation, the editor did not crash, but refused to reopen after the editor was closed, also the project failed to compile using the RunUAT
Steps from Crash Reporter: - [TJ Ballard - EUS] Create child of TopdownCharacter > Add AIPerception component > Compile > Save > Add AIPerception component to the parent > Compile > Save > Delete AIPerception component from child > Compile > Save > Delete AIPerception component from parent > Compile > Save > Add AIPerception component back to the child > Crash
Results: The editor will crash
Expected: For the AIPerception component to be added to the child bp
UE4Editor_CoreUObject!UObject::Rename() [obj.cpp:198] UE4Editor_Engine!UActorComponent::Rename() [actorcomponent.cpp:264] UE4Editor_Engine!USimpleConstructionScript::CreateNode() [simpleconstructionscript.cpp:1268] UE4Editor_Kismet!SSCSEditor::AddNewComponent() [sscseditor.cpp:5051] UE4Editor_Kismet!SSCSEditor::PerformComboAddClass() [sscseditor.cpp:4194] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SSCSEditor,0,UActorComponent * __ptr64 __cdecl() [delegateinstancesimpl.h:327] UE4Editor_UnrealEd!SComponentClassCombo::OnAddComponentSelectionChanged() [scomponentclasscombo.cpp:261] UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<0,SComponentClassCombo,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<0,SComponentClassCombo,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_UnrealEd!TBaseDelegate<void,TSharedPtr<FComponentClassComboEntry,0>,enum ESelectInfo::Type>::ExecuteIfBound() [delegatesignatureimpl.inl:624] UE4Editor_UnrealEd!SListView<TSharedPtr<FComponentClassComboEntry,0> >::Private_SignalSelectionChanged() [slistview.h:725] UE4Editor_UnrealEd!SComboRow<TSharedPtr<FString,0> >::OnMouseButtonDown() [scombobox.h:75] UE4Editor_Slate!<lambda_7097b900f0e4be30d80fb18f98c51ea0>::operator() [slateapplication.cpp:5104] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_7097b900f0e4be30d80fb18f98c51ea0> >() [slateapplication.cpp:232] UE4Editor_Slate!FSlateApplication::RoutePointerDownEvent() [slateapplication.cpp:5093] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDownEvent() [slateapplication.cpp:5050] UE4Editor_Slate!FSlateApplication::OnMouseDown() [slateapplication.cpp:4968] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1726] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2161] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:881] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:721] user32!<Unknown> user32!<Unknown> 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!<Unknown> ntdll!<Unknown>
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.17, 4.18 |
Target Fix | 4.18 |
Created | Sep 14, 2017 |
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Resolved | Sep 21, 2017 |
Updated | Apr 27, 2018 |