Description

Renaming a blueprint instance of a DataAsset which has been used as the parent class of a DataAsset will cause a crash.

Steps to Reproduce
  1. Open attached project
  2. Rename "BP_TestDataAsset" to "BP_TestDataAsset_New"
  3. Open the level "Untitled"

Result: The editor crashes
Expected: The data asset would be renamed or the editor would provide an error message

Callstack
UE4Editor-CoreUObject!FLinkerLoad::VerifyImport(int) [LinkerLoad.cpp:2494]
UE4Editor-CoreUObject!FLinkerLoad::Verify() [LinkerLoad.cpp:2159]
UE4Editor-CoreUObject!FLinkerLoad::FinalizeCreation() [LinkerLoad.cpp:2069]
UE4Editor-CoreUObject!FLinkerLoad::Tick(float,bool,bool) [LinkerLoad.cpp:777]
UE4Editor-CoreUObject!FLinkerLoad::CreateLinker(UPackage *,wchar_t const *,unsigned int,FArchive *) [LinkerLoad.cpp:466]
UE4Editor-CoreUObject!GetPackageLinker(UPackage *,wchar_t const *,unsigned int,UPackageMap *,FGuid *,FArchive *) [Linker.cpp:710]
UE4Editor-CoreUObject!LoadPackageInternal(UPackage *,wchar_t const *,unsigned int,FLinkerLoad *,FArchive *) [UObjectGlobals.cpp:1278]
UE4Editor-CoreUObject!LoadPackage(UPackage *,wchar_t const *,unsigned int,FArchive *) [UObjectGlobals.cpp:1473]
UE4Editor-UnrealEd!UEditorEngine::Map_Load(wchar_t const *,FOutputDevice &) [EditorServer.cpp:2550]
UE4Editor-UnrealEd!UEditorEngine::HandleMapCommand(wchar_t const *,FOutputDevice &,UWorld *) [EditorServer.cpp:6023]
UE4Editor-UnrealEd!UEditorEngine::Exec(UWorld *,wchar_t const *,FOutputDevice &) [EditorServer.cpp:5500]
UE4Editor-UnrealEd!UUnrealEdEngine::Exec(UWorld *,wchar_t const *,FOutputDevice &) [UnrealEdSrv.cpp:691]
UE4Editor-UnrealEd!FEditorFileUtils::LoadMap(FString const &,bool,bool) [FileHelpers.cpp:2396]
UE4Editor-AssetTools!FAssetTypeActions_World::OpenAssetEditor(TArray<UObject *,FDefaultAllocator> const &,TSharedPtr<IToolkitHost,0>) [AssetTypeActions_World.cpp:32]
UE4Editor-UnrealEd!FAssetEditorManager::OpenEditorForAsset(UObject *,EToolkitMode::Type,TSharedPtr<IToolkitHost,0>,bool) [AssetEditorManager.cpp:380]
UE4Editor-AssetTools!FAssetTypeActions_Base::AssetsActivated(TArray<UObject *,FDefaultAllocator> const &,EAssetTypeActivationMethod::Type) [AssetTypeActions_Base.h:57]
UE4Editor-ContentBrowser!SContentBrowser::OnAssetsActivated(TArray<FAssetData,FDefaultAllocator> const &,EAssetTypeActivationMethod::Type) [SContentBrowser.cpp:2112]
UE4Editor-ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void >::ExecuteIfSafe(TArray<FAssetData,FDefaultAllocator> const &,EAssetTypeActivationMethod::Type) [DelegateInstancesImpl.h:355]
UE4Editor-ContentBrowser!SAssetView::OnListMouseButtonDoubleClick(TSharedPtr<FAssetViewItem,0>) [SAssetView.cpp:4058]
UE4Editor-ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void >::ExecuteIfSafe(TSharedPtr<FAssetViewItem,0>) [DelegateInstancesImpl.h:355]
UE4Editor-ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound(TSharedPtr<FAssetViewItem,0>) [DelegateSignatureImpl.inl:648]
UE4Editor-ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked(TSharedPtr<FAssetViewItem,0>) [SListView.h:815]
UE4Editor-ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick(FGeometry const &,FPointerEvent const &) [STableRow.h:310]
UE4Editor-Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >  [SlateApplication.cpp:270]
UE4Editor-Slate!FSlateApplication::RoutePointerDoubleClickEvent(FWidgetPath &,FPointerEvent &) [SlateApplication.cpp:6023]
UE4Editor-Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent(TSharedPtr<FGenericWindow,0> const &,FPointerEvent &) [SlateApplication.cpp:6010]
UE4Editor-Slate!FSlateApplication::OnMouseDoubleClick(TSharedPtr<FGenericWindow,0> const &,EMouseButtons::Type,FVector2D) [SlateApplication.cpp:5980]
UE4Editor-ApplicationCore!FWindowsApplication::ProcessDeferredMessage(FDeferredWindowsMessage const &) [WindowsApplication.cpp:1835]
UE4Editor-ApplicationCore!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> &,HWND__ *,unsigned int,unsigned __int64,__int64,int,int,unsigned int) [WindowsApplication.cpp:2281]
UE4Editor-ApplicationCore!FWindowsApplication::ProcessMessage(HWND__ *,unsigned int,unsigned __int64,__int64) [WindowsApplication.cpp:929]
UE4Editor-ApplicationCore!FWindowsApplication::AppWndProc(HWND__ *,unsigned int,unsigned __int64,__int64) [WindowsApplication.cpp:766]
USER32!e2710000  + b85d
USER32!e2710000  + b1ef
UE4Editor-ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages(bool) [WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [LaunchEngineLoop.cpp:3615]
UE4Editor!GuardedMain(wchar_t const *,HINSTANCE__ *,HINSTANCE__ *,int) [Launch.cpp:174]
UE4Editor!GuardedMainWrapper(wchar_t const *,HINSTANCE__ *,HINSTANCE__ *,int) [LaunchWindows.cpp:145]
UE4Editor!WinMain  [LaunchWindows.cpp:276]
UE4Editor!__scrt_common_main_seh  [exe_common.inl:283]
KERNEL32!e0800000  + 11fe4
ntdll!e3350000  + 6cb31

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-66797 in the post.

1
Login to Vote

Fixed
ComponentUE - Gameplay - Blueprint Editor
Affects Versions4.21
Target Fix4.22
Fix Commit4593112
Main Commit4736445
Release Commit4862694
CreatedNov 21, 2018
ResolvedNov 26, 2018
UpdatedFeb 12, 2019
View Jira Issue