Creating a Blueprint interface and changing its function name causes a crash when using the undo button to change the name back.
User created video included that shows steps to reproduce.
Follow these steps to reproduce with the provided sample project.
Full steps for clean project.
LoginId:2425c04a4245ea67c3691fbe9144aff0
EpicAccountId:6b50d04f360f4c7587a1171ba17d6a2a
Assertion failed: ExistingPin && *ExistingPin [Link Removed] [Line: 1787]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
UE4Editor_Engine!UEdGraphPin::SerializePin() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1789]
UE4Editor_Engine!UEdGraphPin::SerializePinArray() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1671]
UE4Editor_Engine!UEdGraphPin::Serialize() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1502]
UE4Editor_Engine!UEdGraphPin::SerializePin() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1831]
UE4Editor_Engine!UEdGraphPin::SerializePinArray() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1671]
UE4Editor_Engine!UEdGraphNode::Serialize() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:443]
UE4Editor_BlueprintGraph!UK2Node::Serialize() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:115]
UE4Editor_BlueprintGraph!UK2Node_CallFunction::Serialize() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:1873]
UE4Editor_UnrealEd!FTransaction::FObjectRecord::SerializeContents() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editortransaction.cpp:150]
UE4Editor_UnrealEd!FTransaction::FObjectRecord::Load() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editortransaction.cpp:194]
UE4Editor_UnrealEd!FTransaction::Apply() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editortransaction.cpp:460]
UE4Editor_UnrealEd!UTransBuffer::Undo() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editortransaction.cpp:891]
UE4Editor_UnrealEd!UEditorEngine::Exec_Transaction() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5046]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5493]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:672]
UE4Editor_MainFrame!FMainFrameActionCallbacks::ExecuteExecCommand() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\mainframe\private\frame\mainframeactions.cpp:1014]
UE4Editor_MainFrame!TBaseStaticDelegateInstance<void __cdecl(void),FString>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1028]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:988]
UE4Editor_Slate!TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:165]
UE4Editor_Slate!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64> >() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\templates\tuple.h:497]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:282]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:385]
UE4Editor_Slate!<lambda_1002768c627006711ef2f351a87ec0e7>::operator()() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5263]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:234]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5252]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5750]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5730]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1725]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2171]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:888]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:725]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3220]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.17.2, 4.18.1, 4.19 |
Target Fix | 4.19 |
Created | Nov 29, 2017 |
---|---|
Resolved | Dec 7, 2017 |
Updated | Apr 27, 2018 |