Description

The crash doesn't happen if the blueprints are loaded ahead of the test by opening them, or if you compile all of them in the same test run.

Steps to Reproduce
  • Download the attached project [Link Removed]
  • Open the editor
  • Open the Session Front End (automated tests)
  • Select "All Tests"
  • Browse to the PROJECTS -> BLUEPRINTS -> COMPILE BLUEPRINTS tests
  • Run BP_BasePawn
  • Run BP_BasePawn_Parent
  • Run BP_BasePawn_Child 
Callstack

> UE4Editor-Core.dll!FText::IsEmpty() Line 276 C++
UE4Editor-CoreUObject.dll!UTextProperty::Identical_Implementation(const FText & ValueA, const FText & ValueB, unsigned int PortFlags) Line 46 C++
UE4Editor-CoreUObject.dll!UTextProperty::Identical(const void * A, const void * B, unsigned int PortFlags) Line 95 C++
[Inline Frame] UE4Editor-Engine.dll!FComponentComparisonHelper::AreIdentical(UObject *) Line 326 C++
UE4Editor-Engine.dll!UInheritableComponentHandler::IsRecordNecessary(const FComponentOverrideRecord & Record) Line 372 C++
UE4Editor-Engine.dll!UInheritableComponentHandler::ValidateTemplates() Line 222 C++
UE4Editor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl(bool bSuppressBroadcastCompiled, TArray<UBlueprint *,TSizedDefaultAllocator<32> > * BlueprintsCompiled, TArray<UBlueprint *,TSizedDefaultAllocator<32> > * BlueprintsCompiledOrSkeletonCompiled, FUObjectSerializeContext * InLoadContext) Line 652 C++
UE4Editor-Kismet.dll!FBlueprintCompilationManager::FlushCompilationQueue(FUObjectSerializeContext * InLoadContext) Line 2916 C++
UE4Editor-CoreUObject.dll!FScopedClassDependencyGather::~FScopedClassDependencyGather() Line 439 C++
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 4564 C++
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 3216 C++
UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3380 C++
UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, FUObjectSerializeContext * InLoadContext) Line 1311 C++
UE4Editor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FArchive * InReaderOverride, FUObjectSerializeContext * InLoadContext) Line 1426 C++
UE4Editor-CoreUObject.dll!ResolveName(UObject * & InPackage, FString & InOutName, bool Create, bool Throw, unsigned int LoadFlags, FUObjectSerializeContext * InLoadContext) Line 766 C++
UE4Editor-CoreUObject.dll!StaticLoadObjectInternal(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, FUObjectSerializeContext * InSerializeContext) Line 828 C++
UE4Editor-CoreUObject.dll!StaticLoadObject(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, FUObjectSerializeContext * InSerializeContext) Line 903 C++
UE4Editor-EditorTests.dll!FBlueprintAutomationTestUtilities::CompileBlueprint(const FString & BlueprintAssetPath) Line 495 C++
UE4Editor-Core.dll!FAutomationTestFramework::InternalStartTest(const FString & InTestToRun) Line 760 C++
UE4Editor-Core.dll!FAutomationTestFramework::StartTestByName(const FString & InTestToRun, const int InRoleIndex) Line 263 C++
UE4Editor-AutomationWorker.dll!TRawMessageHandler<FAutomationWorkerRunTests,FAutomationWorkerModule>::HandleMessage(const TSharedRef<IMessageContext,1> & Context) Line 105 C++
[Inline Frame] UE4Editor-AutomationWorker.dll!FMessageEndpoint::ProcessMessage(const TSharedRef<IMessageContext,1> &) Line 978 C++
UE4Editor-AutomationWorker.dll!FMessageEndpoint::ProcessInbox() Line 425 C++
UE4Editor.exe!FEngineLoop::Tick() Line 4641 C++
[Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 173 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 252 C++
[External Code]

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Fixed
ComponentUE - Gameplay - Blueprint Compiler
Affects Versions4.24.2
Target Fix4.26
Fix Commit14587899
Release Commit14587899
CreatedFeb 10, 2020
ResolvedOct 27, 2020
UpdatedApr 28, 2021