1. Open the attached project
2. Try to open ThirdPersonBP/Blueprints/TestBP or place it in the level
3. Editor crash
(Steps to create the repro project)
1. Create a new ThirdPerson Project
2. Create a new child of Mannequin/Animations/ThirdPerson_AnimBP (ThirdPerson_AnimBP_Child)
3. Add a new character BP(testBP) in ThirdPersonBP/Blueprints, then edit it to use SK_Mannequin mesh, with ThirdPerson_AnimBP_Child animBP.
4. Save the added files
5. Open ThirdPerson_AnimBP_Child and reparent it from ThirdPerson_AnimBP to AnimInstance. This causes compile error but save the AnimBP anyway
6. Close the project then reopen
7. Now opening TestBP or trying to place it causes this crash
UE4Editor_CoreUObject!UObject::SetLinker() [uobjectlinker.cpp:105] UE4Editor_CoreUObject!FLinkerLoad::Detach() [linkerload.cpp:4328] UE4Editor_CoreUObject!FLinkerManager::ResetLoaders() [linkermanager.cpp:127] UE4Editor_CoreUObject!UObject::Rename() [obj.cpp:213] UE4Editor_KismetCompiler!FKismetCompilerContext::CleanAndSanitizeClass() [kismetcompiler.cpp:277] UE4Editor_KismetCompiler!FAnimBlueprintCompiler::CleanAndSanitizeClass() [animblueprintcompiler.cpp:1813] UE4Editor_KismetCompiler!FKismetCompilerContext::CompileClassLayout() [kismetcompiler.cpp:3811] UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [kismetcompilermodule.cpp:125] UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [kismetcompilermodule.cpp:232] UE4Editor_UnrealEd!FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() [blueprinteditorutils.cpp:2096] UE4Editor_UnrealEd!FBlueprintEditorUtils::AddDomainSpecificGraph() [blueprinteditorutils.cpp:2448] UE4Editor_UnrealEd!FBlueprintEditorUtils::UpdateOutOfDateAnimBlueprints() [blueprinteditorutils.cpp:6303] UE4Editor_Engine!UBlueprint::PostLoad() [blueprint.cpp:790] UE4Editor_Engine!UAnimBlueprint::PostLoad() [animblueprint.cpp:141] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [obj.cpp:991] UE4Editor_CoreUObject!EndLoad() [uobjectglobals.cpp:1567] UE4Editor_CoreUObject!LoadPackageInternal() [uobjectglobals.cpp:1312] UE4Editor_CoreUObject!LoadPackage() [uobjectglobals.cpp:1409] UE4Editor_CoreUObject!ResolveName() [uobjectglobals.cpp:781] UE4Editor_CoreUObject!StaticLoadObjectInternal() [uobjectglobals.cpp:869] UE4Editor_CoreUObject!StaticLoadObject() [uobjectglobals.cpp:936] UE4Editor_UnrealEd!FAssetData::GetAsset() [assetdata.h:276] UE4Editor_UnrealEd!FAssetDragDropOp::Init() [assetdragdropop.cpp:218] UE4Editor_UnrealEd!FAssetDragDropOp::New() [assetdragdropop.cpp:49] UE4Editor_ContentBrowser!SAssetView::OnDraggingAssetItem() [sassetview.cpp:3906] UE4Editor_ContentBrowser!TMemberFunctionCaller<SAssetView,FReply() [delegateinstanceinterface.h:165] UE4Editor_ContentBrowser!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SAssetView,FReply() [tuple.h:497] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,FReply __cdecl() [delegateinstancesimpl.h:327] UE4Editor_ContentBrowser!TBaseDelegate<FReply,FGeometry const & __ptr64,FPointerEvent const & __ptr64>::Execute() [delegatesignatureimpl.inl:537] UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnDragDetected() [stablerow.h:589] UE4Editor_Slate!<lambda_3d2f0c0de9bfb1f26dd3fbfeef226ad5>::operator() [slateapplication.cpp:5347] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FDirectPolicy,FPointerEvent,<lambda_3d2f0c0de9bfb1f26dd3fbfeef226ad5> >() [slateapplication.cpp:232] UE4Editor_Slate!FSlateApplication::RoutePointerMoveEvent() [slateapplication.cpp:5345] UE4Editor_Slate!FSlateApplication::ProcessMouseMoveEvent() [slateapplication.cpp:5905] UE4Editor_Slate!FSlateApplication::OnMouseMove() [slateapplication.cpp:5839] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1756] 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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1 |
Component | OLD - Anim |
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Affects Versions | 4.16, 4.17, 4.18 |
Target Fix | 4.19 |
Created | Oct 18, 2017 |
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Resolved | Oct 31, 2017 |
Updated | May 18, 2020 |