This is a common crash in the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred.
Source Context
524 OutComponentToSelect = RootComponent; 525 526 if (USceneComponent* ComponentToDeleteAsSceneComp = Cast<USceneComponent>(ComponentToDelete)) 527 { 528 if (USceneComponent* ParentComponent = ComponentToDeleteAsSceneComp->GetAttachParent()) 529 { 530 // The component to delete has a parent, so we select that in the absence of an appropriate sibling 531 OutComponentToSelect = ParentComponent; 532 533 // Try to select the sibling that immediately precedes the component to delete 534 TArray<USceneComponent*> Siblings; 535 ParentComponent->GetChildrenComponents(false, Siblings); 536 for (int32 i = 0; i < Siblings.Num() && ComponentToDelete != Siblings[i]; ++i) 537 { 538 ***** if (!Siblings[i]->IsPendingKill()) 539 { 540 OutComponentToSelect = Siblings[i]; 541 } 542 } 543 } 544 }
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_UnrealEd!FComponentEditorUtils::DeleteComponents() [componenteditorutils.cpp:539] UE4Editor_Kismet!SSCSEditor::OnDeleteNodes() [sscseditor.cpp:5611] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SSCSEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SSCSEditor,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216] UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160] UE4Editor_Kismet!SSCSEditor::OnKeyDown() [sscseditor.cpp:3786] UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() [slateapplication.cpp:4834] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:234] UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [slateapplication.cpp:216] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4832] UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4744] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1560] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2171] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:888] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [windowsapplication.cpp:725] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [windowsplatformapplicationmisc.cpp:129] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3220] 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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0 |
Component | UE - Gameplay - Components |
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Affects Versions | 4.18 |
Target Fix | 4.19 |
Created | Dec 1, 2017 |
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Resolved | Dec 2, 2017 |
Updated | Apr 27, 2018 |