Constant crashing when trying to add data to a data table

Build Type: Binary.

Build version: 4.11.1-2934540+++UE4+Release-4.11

Detailed description of the issue: When I try to add a row to any data table my editor crashes. This started happening a few minutes ago but has a 100% repeat rate. I was using a structure made in C++ for my data table. It already had data in it. When I tried to edit one of the rows that was already created the editor crashed. I tried making a new data table, recompiling C++ code, and restarting the editor.

Assertion failed: IsValid() [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 739] 



UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_DataTableEditor!FDataTableEditor::RefreshCachedDataTable() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\datatableeditor\private\datatableeditor.cpp:449]
UE4Editor_DataTableEditor!FDataTableEditor::HandlePostChange() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\datatableeditor\private\datatableeditor.cpp:150]
UE4Editor_DataTableEditor!FDataTableEditor::PostChange() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\datatableeditor\private\datatableeditor.cpp:137]
UE4Editor_UnrealEd!FListenerManager::PostChange() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\public\kismet2\listenermanager.h:60]
UE4Editor_UnrealEd!FDataTableEditorUtils::AddRow() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\datatableeditorutils.cpp:67]
UE4Editor_DataTableEditor!SRowEditor::OnAddClicked() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\datatableeditor\private\sroweditor.cpp:274]
UE4Editor_DataTableEditor!TMemberFunctionCaller::operator()<>() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_DataTableEditor!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor_DataTableEditor!TBaseSPMethodDelegateInstance<0,SRowEditor,0,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:273]
UE4Editor_Slate!::operator()() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4540]
UE4Editor_Slate!FEventRouter::Route >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4530]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4947]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4923]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:1415]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:1732]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:697]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:619]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2610]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Screenshots/Link to video: N/A.

Repro Steps: Create a data table, user defined or from a struct made by UE, and try to add a row to it - the editor will crash.

This happens 100% of the time.

System Specs: Windows 10, intel 2500k @ 4.3ghz, 14gb ram, GTX 760.

Attachments: N/A.

EDIT: This now happens to every project I use. It makes the editor unusable for what I’m trying to do right now. :frowning:

EDIT 2: I followed what they said here and clicked Window → Reset Layout. This seemed to stop the crashing.

Hey Asusralis-

I’m glad you were able to find a solution however I would like to investigate this crash if possible. Could you provide some additional information about your project to help me recreate the crash locally?

  1. How is your struct setup in C++?
  2. If possible, please include the code for your struct as well as how you’re accessing the struct in the editor.
  3. You mentioned that resetting the layout stopped the crash from occurring, if you reformat the layout to what it was before does the crash return?
  4. If this does cause the crash to come back, can you post the log files from the crash as well?

Cheers

1 & 2:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "Item.generated.h"

/**
*
*/
USTRUCT(BlueprintType)
struct FItem : public FTableRowBase
{
	GENERATED_USTRUCT_BODY()

		UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Inventory System")
		FName ID;

	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Inventory System")
		FName Name;

	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Inventory System")
		FString Description;

	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Inventory System")
		bool IsStackable;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory System")
		int32 Amount;

	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Inventory System")
		int32 MaxAmount;

	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Inventory System")
		UStaticMesh* WorldMesh;

	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Inventory System")
		UTexture2D* IconTexture;

};

3): How do I reformat?

By reformat I meant to setup your editor layout as it was when the crash was occurring. If doing so causes the crash to return, please send a screenshot of the layout for reference.

Hi Asusralis,

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.