Editor crashes when a custom event node is called as a function within a different blueprint in a separate function, then copied and pasted into the event graph of the second blueprint, the execution pin is attached, then the blueprint is compiled.
Note: This does not crash if the cast-to node is copied/pasted with the custom function or if the custom event is made within the same blueprint as the custom function call.
Frequency: 5/5
Callstack:
MachineId:4E82586D46B558EA69EF0EAA821297B1
EpicAccountId:1558531203f84e81b70959b8a59badef
Access violation - code c0000005 (first/second chance not available)
UE4Editor_UMGEditor + 546323 bytes
UE4Editor_UMGEditor + 1503143 bytes
UE4Editor_KismetCompiler + 367759 bytes
UE4Editor_UnrealEd + 9966810 bytes
UE4Editor_Kismet + 716247 bytes
UE4Editor_Kismet + 979361 bytes
UE4Editor_Kismet + 993782 bytes
UE4Editor_Slate + 594150 bytes
UE4Editor_Slate + 1551741 bytes
UE4Editor_Slate + 1042999 bytes
UE4Editor_Slate + 1049369 bytes
UE4Editor_Slate + 1450553 bytes
UE4Editor_Slate + 2152218 bytes
UE4Editor_Slate + 2339251 bytes
UE4Editor_Slate + 437212 bytes
UE4Editor_Slate + 162647 bytes
UE4Editor_Slate + 843187 bytes
UE4Editor_Slate + 779350 bytes
UE4Editor_Core + 2485385 bytes
UE4Editor_Core + 2432715 bytes
UE4Editor_Core + 2490430 bytes
UE4Editor_Core + 2422370 bytes
user32 + 105425 bytes
user32 + 104666 bytes
UE4Editor_Core + 3123702 bytes
UE4Editor!FEngineLoop::Tick() + 3641 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2216]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
Crashreporter: Not Currently Available.
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Additional Information:
The same user has a vast number of crashes that all produce the same error in the crash logs. Either it doesn't finish the log and immediately stops or it produces this error:
Ensure condition failed: ObjClass->IsChildOf(FunctionOwner) [Link Removed] [Line: 301]
Below are the URL's for each crashes answerhub post, it is possible that these are all hitting the same error/errors.
https://answers.unrealengine.com/questions/158537/47p3-crash-bug-when-editing-array-properties.html
https://answers.unrealengine.com/questions/157643/ue47-crash-report-2.html
https://answers.unrealengine.com/questions/157338/ue47-crash-reports.html
https://answers.unrealengine.com/questions/157169/47-crash-report.html
https://answers.unrealengine.com/questions/157163/ue47-crash-report-1.html
https://answers.unrealengine.com/questions/157140/ue47-30-crash-reports.html
1. Download project at link below:
[Link Removed]
2. Unzip and open project.
3. Go to Content Browser> Deck
4. Open BP_BaseDeck
5. Open function "Scanned"
6. Copy Node "Display Green Message"
7. Open Event Graph
8. Paste node at the end of tick function, attach execution pin from "End of Wire Reached" node.
9. Compile blueprint.
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.7 |
Target Fix | 4.11 |
Fix Commit | 2811190 |
---|---|
Main Commit | 2818924 |
Created | Jan 16, 2015 |
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Resolved | Dec 22, 2015 |
Updated | Apr 27, 2018 |