Description

Blueprint compile is crashing in a BP with a large number of macros

Steps to Reproduce

Download Projects/Explanation vid
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(Similar steps shown in Explanation Vid)
1a. Open 4.18 project - Open "Fighter_Core" blueprint
1b. Duplicate "Hit Recieve States for Crouch" (Or any event->macro chain) multiple times
1c. Compile and observe no crash

2a. Open 4.19 project - Open "Fighter_Core" blueprint
2b. Duplicate "Hit Recieve States for Crouch" (Or any event->macro chain) multiple times (I find the crash begins with 4 extra chains)
2c. Compile and observe crash

Callstack
Assertion failed: TCString<TCharType>::Strlen(InName)<=NAME_SIZE [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 625]

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
UE4Editor_Core!FName::InitInternal<char>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\uobject\unrealnames.cpp:628]
UE4Editor_Core!FName::InitInternal_HashSplit<char>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\uobject\unrealnames.cpp:620]
UE4Editor_Core!FName::Init() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\uobject\unrealnames.cpp:573]
UE4Editor_Core!FName::FName() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\uobject\unrealnames.cpp:447]
UE4Editor_KismetCompiler!FKismetCompilerContext::CreatePropertiesFromList() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:769]
UE4Editor_KismetCompiler!FKismetCompilerContext::CreateLocalVariablesForFunction() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:968]
UE4Editor_KismetCompiler!FKismetCompilerContext::CompileFunctions() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3846]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:879]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:200]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:741]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3180]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:269]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:345]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:156]
UE4Editor_Slate!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\templates\tuple.h:498]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:269]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:282]
UE4Editor_Slate!<lambda_1002768c627006711ef2f351a87ec0e7>::operator()() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5435]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:266]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5424]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5922]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5902]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1726]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2172]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:889]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:726]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3244]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.19+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

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Cannot Reproduce
ComponentUE - Gameplay - Blueprint Compiler
Affects Versions4.19
Target Fix0
CreatedJan 30, 2018
ResolvedMay 5, 2020
UpdatedMay 5, 2020
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