Editor crashing while adding post process settings variable

Hello.

While working in UE blueprint editor a power went down. So I switched a power plan on my notebook to “Balanced” and continued doing job.
After power came back the problem occurred:

  1. Added “Post Process Settings” type variable node to blueprint and tried to set it’s value.
  2. After closing blueprint and UE editor, opening blueprint again and trying to do anything with this variable node or nodes connected to it crash appears, sometimes with Windows 7 notification (don’t remember exactly): “This application tried to do something incompatible… Windows 7 Aero scheme will be switched to Windows 7 Basic…”

This is crash log:

MachineId:D975E29444E4817CA67389A07BCCC78B
EpicAccountId:

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

"Fatal error: [File:C:\UE4\UnrealEngine-4.10.0-release\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 20

UE4Editor_Core!FDebug::AssertFailed() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_D3D11RHI!VerifyD3D11Result() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:200]
UE4Editor_D3D11RHI!FD3D11Viewport::Resize() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:215]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::ConditionalResizeViewport() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:325]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindows_Private() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:633]
UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1200]
UE4Editor_Slate!FSlateApplication::DrawWindows() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:927]
UE4Editor_Slate!FSlateApplication::Tick() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1441]
UE4Editor!FEngineLoop::Tick() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\launch\private\launchengineloop.cpp:2460]
UE4Editor!GuardedMain() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [c:\ue4\unrealengine-4.10.0-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Please, help.

Hi Robot_Bender -

This issue was corrected by the 4.10.1 Hotfix. You will need to download the Hotfix to correct this issue.

Thank You

Eric Ketchum

Thank You very much! I found it!

Hi I am using 4.8.3 because I started my project in that engine, I would prefer not to change engine in the middle of my project. Is there a way to fix this, or if I just leave it there and not touch it, would it become heavy for the game or something?

Hi Tazhel -

You can get the commit that corrected this issue at the following address:

https://github.com/EpicGames/UnrealEngine/commit/5abf02fa08b65b0640167ac3f004f4fef4bd0093

Thank You

Eric Ketchum