Mousing over an array input inside a Blueprint function can lead to a crash. For this to occur, the first parameter of the function must be a User Defined Struct.
UE4Editor-CoreUObject.dll!TProperty_Numeric<int>::GetNumericPropertyValueToString(const void * Data) Line 1472 C++ UE4Editor-CoreUObject.dll!FNumericProperty::ExportTextItem(FString & ValueStr, const void * PropertyValue, const void * DefaultValue, UObject * Parent, int PortFlags, UObject * ExportRootScope) Line 131 C++ > UE4Editor-CoreUObject.dll!FArrayProperty::ExportTextInnerItem(FString & ValueStr, FProperty * Inner, const void * PropertyValue, int PropertySize, const void * DefaultValue, int DefaultSize, UObject * Parent, int PortFlags, UObject * ExportRootScope) Line 405 C++ UE4Editor-CoreUObject.dll!FArrayProperty::ExportTextItem(FString & ValueStr, const void * PropertyValue, const void * DefaultValue, UObject * Parent, int PortFlags, UObject * ExportRootScope) Line 381 C++ UE4Editor-CoreUObject.dll!FProperty::ExportText_Direct(FString & ValueStr, const void * Data, const void * Delta, UObject * Parent, int PortFlags, UObject * ExportRootScope) Line 786 C++ [Inline Frame] UE4Editor-UnrealEd.dll!FProperty::ExportText_InContainer(int Data, FString & Delta, const void * Parent, const void *) Line 347 C++ UE4Editor-UnrealEd.dll!FKismetDebugUtilities::GetWatchText(FString & OutWatchText, UBlueprint * Blueprint, UObject * ActiveObject, const UEdGraphPin * WatchPin) Line 1130 C++ UE4Editor-BlueprintGraph.dll!UK2Node::GetPinHoverText(const UEdGraphPin & Pin, FString & HoverTextOut) Line 1802 C++ UE4Editor-GraphEditor.dll!SGraphPin::GetTooltipText() Line 1164 C++ [Inline Frame] UE4Editor-GraphEditor.dll!TMemberFunctionCaller<SGraphPin,FText (__cdecl SGraphPin::*)(void)const>::operator()() Line 156 C++ [Inline Frame] UE4Editor-GraphEditor.dll!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int>>::ApplyAfter(TMemberFunctionCaller<SGraphPin,FText (__cdecl SGraphPin::*)(void)const> &&) Line 285 C++ UE4Editor-GraphEditor.dll!TBaseSPMethodDelegateInstance<1,SGraphPin,0,FText __cdecl(void)>::Execute() Line 298 C++ [Inline Frame] UE4Editor-Slate.dll!TBaseDelegate<FText>::Execute() Line 586 C++ UE4Editor-Slate.dll!TAttribute<FText>::Get() Line 137 C++ UE4Editor-Slate.dll!SToolTip::IsEmpty() Line 87 C++ UE4Editor-Slate.dll!FSlateUser::UpdateTooltip(const FMenuStack & MenuStack, bool bCanSpawnNewTooltip) Line 1135 C++ UE4Editor-Slate.dll!FSlateApplication::ProcessMouseMoveEvent(const FPointerEvent & MouseEvent, bool bIsSynthetic) Line 5407 C++ UE4Editor-Slate.dll!FSlateApplication::OnMouseMove() Line 5354 C++ UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2000 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 2414 C++ UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1638 C++ UE4Editor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 789 C++ [External Code] UE4Editor-ApplicationCore.dll!FWindowsApplication::PumpMessages(const float TimeDelta) Line 2426 C++ UE4Editor-Slate.dll!FSlateApplication::TickPlatform(float DeltaTime) Line 1380 C++ UE4Editor-Slate.dll!FSlateApplication::Tick(ESlateTickType TickType) Line 1356 C++ UE4Editor-Slate.dll!FSlateApplication::EnterDebuggingMode() Line 3320 C++ UE4Editor-UnrealEd.dll!FKismetDebugUtilities::AttemptToBreakExecution(UBlueprint * BlueprintObj, const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info, UEdGraphNode * NodeStoppedAt, int DebugOpcodeOffset) Line 722 C++ UE4Editor-UnrealEd.dll!FKismetDebugUtilities::OnScriptException(const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 352 C++ [Inline Frame] UE4Editor-UnrealEd.dll!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int>>::ApplyAfter(void(*)(const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 285 C++ [Inline Frame] UE4Editor-UnrealEd.dll!TBaseStaticDelegateInstance<TTypeWrapper<void> __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &)>::Execute(const UObject *) Line 806 C++ UE4Editor-UnrealEd.dll!TBaseStaticDelegateInstance<void __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &)>::ExecuteIfSafe(const UObject * <Params_0>, const FFrame & <Params_1>, const FBlueprintExceptionInfo & <Params_2>) Line 859 C++ [Inline Frame] UE4Editor-CoreUObject.dll!TBaseMulticastDelegate<void,UObject const *,FFrame const &,FBlueprintExceptionInfo const &>::Broadcast(const UObject *) Line 1013 C++ UE4Editor-CoreUObject.dll!FBlueprintCoreDelegates::ThrowScriptException(const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 184 C++ UE4Editor-CoreUObject.dll!UObject::execBreakpoint(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2195 C++ [Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++ UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 997 C++ UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 828 C++ UE4Editor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1058 C++ [Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++ UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 997 C++ UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 828 C++ UE4Editor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1058 C++ [Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++ UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 997 C++ UE4Editor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1085 C++ UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5492 C++ UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1916 C++ UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 797 C++ UE4Editor-Engine.dll!AActor::BeginPlay() Line 3495 C++ UE4Editor-Engine.dll!AActor::DispatchBeginPlay(bool bFromLevelStreaming) Line 3409 C++ UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() Line 246 C++ UE4Editor-Engine.dll!AGameStateBase::HandleBeginPlay() Line 205 C++ UE4Editor-Engine.dll!UWorld::BeginPlay() Line 4126 C++ UE4Editor-Engine.dll!UGameInstance::StartPlayInEditorGameInstance(ULocalPlayer * LocalPlayer, const FGameInstancePIEParameters & Params) Line 465 C++ UE4Editor-UnrealEd.dll!UEditorEngine::CreateInnerProcessPIEGameInstance(FRequestPlaySessionParams & InParams, const FGameInstancePIEParameters & InPIEParameters, int InPIEInstanceIndex) Line 2778 C++ UE4Editor-UnrealEd.dll!UEditorEngine::OnLoginPIEComplete_Deferred(int LocalUserNum, bool bWasSuccessful, FString ErrorString, FPieLoginStruct DataStruct) Line 1472 C++ UE4Editor-UnrealEd.dll!UEditorEngine::CreateNewPlayInEditorInstance(FRequestPlaySessionParams & InRequestParams, const bool bInDedicatedInstance, const EPlayNetMode InNetMode) Line 1711 C++ UE4Editor-UnrealEd.dll!UEditorEngine::StartPlayInEditorSession(FRequestPlaySessionParams & InRequestParams) Line 2572 C++ UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlaySessionRequestImpl() Line 1088 C++ UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlaySessionRequest() Line 1017 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1596 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 427 C++ UE4Editor.exe!FEngineLoop::Tick() Line 4701 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++
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-90008 in the post.
0 |
Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 4.23.1, 4.24.2, 4.25 |
Target Fix | 4.25 |
Created | Mar 3, 2020 |
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Resolved | Mar 10, 2020 |
Updated | Jun 11, 2021 |
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