Naming a parameter "none" will cause crash on compile. Asset may not be able to be reopened.
Also confirmed in Main CL 4309299
1. Create new blueprint or open level blueprint
2. Create custom event or function
3. Add new input parameter to this event or function
4. Name this parameter "none"
5. Compile blueprint
Result: Input name/text is blank/not displayed on the node, Crash when compiled
4.19: Input name/text also blank but no crash
Assertion failed: Key != NAME_None [Link Removed] [Line: 345]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_CoreUObject!UMetaData::SetValue() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\metadata.cpp:347]
UE4Editor_CoreUObject!UField::SetMetaData() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:453]
UE4Editor_KismetCompiler!FKismetCompilerContext::SetDefaultInputValueMetaData() [d:\build\++ue4\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:2206]
UE4Editor_KismetCompiler!FKismetCompilerContext::SetCalculatedMetaDataAndFlags() [d:\build\++ue4\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:2196]
UE4Editor_Kismet!<lambda_bca1d75e4a30c6c3e08f70c83babaf02>::operator()() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:1820]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FastGenerateSkeletonClass() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:1934]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:604]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:201]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:745]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3229]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:345]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:269]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:290]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:268]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5472]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5979]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5959]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1736]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2182]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:895]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:732]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3417]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-63275 in the post.
4 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.20.2 |
Created | Aug 23, 2018 |
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Resolved | Aug 27, 2018 |
Updated | Aug 28, 2018 |
5030 - projectgheist |