[4.7.6] - Engine BP Crash Due To 'Get All Actors Of Class'

Hey Guys,

I have been dealing w/ an issue in one of the games I’m developing and I think I’ve got more of an idea of what is happening. I submitted a couple crash logs this morning regarding the issue but through some investigation, might be able to point you in the right direction to fix it.

So what is happening is in my custom Pawn class, in Blueprints, if I drag off to a ‘Get All Actors Of Class’, it is failing if I reference a given BP class from the editor. What I think is happening, and I’m not 100%, is that my BP Class was made specifically in the editor. And even through, I am calling one of these ‘Get All Actors Of Class’ nodes from that BP, it almost appears like that node is executing on the base level and is failing because it cannot find that given class.

That’s at least how it appears. In actuality, it should be happing on the Parent level for the custom Pawn class but that’s my only guess on what could be happening.

Let me know if you’d like me to test this out further and much appreciated!

EDIT: As a note, I’m going to get around this by creating my BP in C++ strictly that’s failing but I will keep a DEPRECIATED version of my file around if you need me to help you test further.

Okay, so this doesn’t have to do w/ ‘Get All Actors Of Class’. I’ve verified that simply trying to reference this UAsset from code is enough to crash the engine.

This is very confusing what exactly inside of my BP is causing this since it only happens when I try and reference this from code. But it also doesn’t explain why it happened on the Parent level in my BP as well.

My BP class that’s causing the crash does have a variable to a widget and it is checking on an object if it implements a given interface but this is extremely confusing why the engine keeps failing and isn’t making clear sense why this is happening.

It fails on these lines inside the K2_NodeEditablePinBase.cpp

Line #51:

// Try to find the pin with the same name and params as the specified description, if any
const FString PinName = PinToRemove->PinName;
for(int32 i = 0; i < Pins.Num(); i++)
{
UEdGraphPin* Pin = Pins[i];
if( Pin->PinName == PinName )
{
Pin->BreakAllPinLinks();
Pins.Remove(Pin);
Pin->MarkPendingKill();
}
}

Let me know what you think

Hey -

Can you post the callstack and log files from the crash to help identify where the crash is occurring? Additionally could you post the Blueprint you’re using that is crashing or the code where the asset is being called as well as the asset itself?

Cheers

Hey ,

Thanks for the response. I’m currently at my at work but probably on Saturday, I’ll look through and see if I can find the log from that day and get it over to you.

Sure, I can post you the BP. I should still have it lying around and if worse comes to worse, I think I can do a pull of a previous revision for you guys.

Thanks and hope to share some more info shortly with you.

Hey ,

So I uploaded a zip for you. I’ve moved ahead from this issue and I resolved it last week but I was still unsure why the asset failed to open.

In the zip, I’m unsure when the exact crash happened so I pulled logs and dumps from the 3rd in hopes those are the ones. I’ve included the uasset however I will very likely need to provide you other uassets that this one references.

If you need those, let me know and I’ll see if I can bundle everything referenced up. I didn’t know which dump or log it was so I included the ones from the day. Thanks again and hope all is well!

Hey -

Looking at the log files it appears as there may have been some kind of infinite loop. I’m glad to hear that you’re not blocked by this issue, however I’m unable to reproduce this crash myself. Since this is no longer affecting you I will be marking this post as resolved for tracking purposes. Feel free to comment and reopen this if you encounter this problem again.

Cheers

Sounds great ! I’m downloading 4.8 so really looking forward to checking that out. Hopefully that wont come up again but if it does, I’ll be sure to inform you asap. Great job on taking as much time as you need on the 4.8 release to make it as stable as it needs. You guys are awesome over there and keep up the great work! Hopefully some of you can get some downtime during E3.

Take Care and thanks again like always !