A crash occurs when copy and paste the ChildActorComponent, only if the template actor has a DefaultSubObject. There is no crash in the case of using Actor (eg. AActor) without a DefaultSubObject as a template. "Duplicate" does not crash.
The crash is in FObjectInstancingGraph::GetInstancedSubobject() and SubobjectOuter is nullptr. This was not set for Object in both GetDestinationObject () and GetInstancedSubobject ().
At that time, occur editor crash.
UE4Editor-CoreUObject.dll!FObjectInstancingGraph::GetInstancedSubobject(UObject * SourceSubobject, UObject * CurrentValue, UObject * CurrentObject, bool bDoNotCreateNewInstance, bool bAllowSelfReference) Line 206 C++
UE4Editor-CoreUObject.dll!FObjectInstancingGraph::InstancePropertyValue(UObject * ComponentTemplate, UObject * CurrentValue, UObject * Owner, bool bIsTransient, bool bCausesInstancing, bool bAllowSelfReference) Line 294 C++
UE4Editor-CoreUObject.dll!UObjectPropertyBase::InstanceSubobjects(void * Data, const void * DefaultData, UObject * Owner, FObjectInstancingGraph * InstanceGraph) Line 37 C++
UE4Editor-CoreUObject.dll!UStruct::InstanceSubobjectTemplates(void * Data, const void * DefaultData, UStruct * DefaultStruct, UObject * Owner, FObjectInstancingGraph * InstanceGraph) Line 1564 C++
UE4Editor-UnrealEd.dll!ImportObjectProperties(FImportObjectParams & InParams) Line 732 C++
UE4Editor-UnrealEd.dll!ImportObjectProperties(unsigned char * DestData, const wchar_t * SourceText, UStruct * ObjectStruct, UObject * SubobjectRoot, UObject * SubobjectOuter, FFeedbackContext * Warn, int Depth, int LineNumber, FObjectInstancingGraph * InInstanceGraph, const TMap<AActor *,AActor *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<AActor *,AActor *,0> > * ActorRemapper) Line 815 C++
UE4Editor-UnrealEd.dll!ImportProperties(unsigned char * DestData, const wchar_t * SourceText, UStruct * ObjectStruct, UObject * SubobjectRoot, UObject * SubobjectOuter, FFeedbackContext * Warn, int Depth, FObjectInstancingGraph & InstanceGraph, const TMap<AActor *,AActor *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<AActor *,AActor *,0> > * ActorRemapper) Line 589 C++
UE4Editor-UnrealEd.dll!ImportObjectProperties(FImportObjectParams & InParams) Line 707 C++
UE4Editor-UnrealEd.dll!ImportObjectProperties(unsigned char * DestData, const wchar_t * SourceText, UStruct * ObjectStruct, UObject * SubobjectRoot, UObject * SubobjectOuter, FFeedbackContext * Warn, int Depth, int LineNumber, FObjectInstancingGraph * InInstanceGraph, const TMap<AActor *,AActor *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<AActor *,AActor *,0> > * ActorRemapper) Line 815 C++
UE4Editor-UnrealEd.dll!FCustomizableTextObjectFactory::ProcessBuffer(UObject * InParent, EObjectFlags Flags, const wchar_t * Buffer) Line 4966 C++
UE4Editor-UnrealEd.dll!FComponentObjectTextFactory::Get(const FString & InTextBuffer, bool bPasteAsArchetypes) Line 85 C++
UE4Editor-UnrealEd.dll!FComponentEditorUtils::CanPasteComponents(USceneComponent * RootComponent, bool bOverrideCanAttach, bool bPasteAsArchetypes) Line 406 C++
UE4Editor-Kismet.dll!SSCSEditor::CanPasteNodes() Line 5433 C++
[Inline Frame] UE4Editor-Kismet.dll!TMemberFunctionCaller<SSCSEditor,bool (__cdecl SSCSEditor::*)(void)const >::operator()() Line 156 C++
[Inline Frame] UE4Editor-Kismet.dll!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter(TMemberFunctionCaller<SSCSEditor,bool (__cdecl SSCSEditor::*)(void)const > &&) Line 498 C++
UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<1,SSCSEditor,0,bool __cdecl(void)>::Execute() Line 279 C++
UE4Editor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 213 C++
UE4Editor-Slate.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 160 C++
UE4Editor-Kismet.dll!SSCSEditor::OnKeyDown(const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent) Line 3791 C++
[Inline Frame] UE4Editor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l31::<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator()(const FArrangedWidget &) Line 5099 C++
UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l31::<lambda_2afcd964c763e269e2d1a63f3a72f846> & Lambda) Line 270 C++
[Inline Frame] UE4Editor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 251 C++
UE4Editor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(FKeyEvent & InKeyEvent) Line 5097 C++
UE4Editor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 5009 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1666 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2281 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1511 C++
UE4Editor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 766 C++
[External Code]
[Inline Frame] UE4Editor-ApplicationCore.dll!WinPumpMessages() Line 107 C++
UE4Editor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 130 C++
UE4Editor.exe!FEngineLoop::Tick() Line 3615 C++
[Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 174 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 262 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-66481 in the post.
6 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.20, 4.21 |
Target Fix | 4.22.3 |
Created | Nov 14, 2018 |
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Resolved | Jun 6, 2019 |
Updated | Feb 5, 2020 |