Unknown exception - code 00000001 (first/second chance not available)

Did a full day of work yesterday in UMG - I have controls within controls within controls. I think I might have gone a little too far as now if I try to play/build/compile I get this instantly

If i delete/revert all of my UMG widgets, it goes away. I really don’t want to lose that work but I will start over. I’d like to see these bugs fixed tho.

MachineId:C38B2CA949EBEF3A10981BA44ABABCDF
EpicAccountId:f5ebc06438674fe98dbd86e18cb0d193

Unknown exception - code 00000001
(first/second chance not available)

"Fatal error:
[File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp]
[Line: 412] Invalid object in GC:
0x00000060f0cdcdcd, Refere

UE4Editor_Core!FDebug::AssertFailed()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_CoreUObject!FGCCollector::HandleObjectReference()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:409]
UE4Editor_Engine!FSimpleObjectReferenceCollectorArchive::operator<<()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\public\uobject\garbagecollection.h:462]
UE4Editor_CoreUObject!UObjectProperty::SerializeItem()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\propertyobject.cpp:32]
UE4Editor_CoreUObject!UStruct::SerializeBin()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:757]
UE4Editor_Engine!UBlueprintGeneratedClass::AddReferencedObjectsInUbergraphFrame()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:721]
UE4Editor_CoreUObject!FArchiveRealtimeGC::ProcessObjectArray()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:862]
UE4Editor_CoreUObject!TGraphTask::ExecuteTask()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:797]
UE4Editor_Core!FTaskThread::ProcessTasks()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskThread::Run()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:690]
UE4Editor_Core!FRunnableThreadWin::Run()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

So to better explain I made this diagram - when you make complicated umg hierarchies you run into weird scenarios - i suspect I made mine just a tad too complex

alt text

“Invalid object in GC: 0x00000060f0cdcdcd, Refere” Is true error, it seems cutted, can you try to get it full? Check the logs it should be there

I replaced a horizontal panel with a grid, and gave the new grid the same ID and made it a variable and hit compile and got this same error

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed set of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved with this issue?

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.