Attenuation Settings -> Structur -> DataTable = Crash

BUG Report:

  1. Create a structure
  2. In the structure create a new variable as a “attenuation settings”.
  3. Create a Data Table based on this structure
  4. Open the datatable (maybe already crash here!)
  5. Create a datatable entry

Now every time you open this datatable in the DT editor or click on an empty area in the DT editor or simply change the windows-task - UE4 will crash!

With this bug it’s not possible to save attenuation settings with a datatable at the moment.
You can avoid this problem when you create a sound attenuation blueprint and save in the DT structure a variable as “sound attenuation reference” to this blueprint.

Crash-LOG:

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

"Assertion failed: StructPtrs.Num()!=0 [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Editor\DetailCustomizations\Private\CurveStructCustomization.cpp] [Line: 44] 

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_DetailCustomizations!FCurveStructCustomization::CustomizeHeader() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\detailcustomizations\private\curvestructcustomization.cpp:44]
UE4Editor_PropertyEditor!FDetailPropertyRow::OnItemNodeInitialized() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detailpropertyrow.cpp:207]
UE4Editor_PropertyEditor!FDetailItemNode::InitPropertyEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detailitemnode.cpp:96]
UE4Editor_PropertyEditor!FDetailItemNode::Initialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detailitemnode.cpp:46]
UE4Editor_PropertyEditor!FDetailPropertyRow::GenerateChildrenForPropertyNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detailpropertyrow.cpp:252]
UE4Editor_PropertyEditor!FDetailPropertyRow::OnGenerateChildren() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detailpropertyrow.cpp:233]
UE4Editor_PropertyEditor!FDetailItemNode::GenerateChildren() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detailitemnode.cpp:225]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateNodesFromCustomizations() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detailcategorybuilderimpl.cpp:617]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateChildrenForSingleLayout() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detailcategorybuilderimpl.cpp:639]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateChildrenForLayouts() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detailcategorybuilderimpl.cpp:677]
UE4Editor_PropertyEditor!FDetailCategoryImpl::GenerateLayout() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detailcategorybuilderimpl.cpp:824]
UE4Editor_PropertyEditor!FDetailLayoutBuilderImpl::BuildCategories() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detaillayoutbuilderimpl.cpp:134]
UE4Editor_PropertyEditor!FDetailLayoutBuilderImpl::GenerateDetailLayout() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\detaillayoutbuilderimpl.cpp:169]
UE4Editor_PropertyEditor!SDetailsViewBase::UpdatePropertyMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\sdetailsviewbase.cpp:1196]
UE4Editor_PropertyEditor!SStructureDetailsView::SetStructureData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\propertyeditor\private\sstructuredetailsview.cpp:211]
UE4Editor_DataTableEditor!SRowEditor::Restore() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\datatableeditor\private\sroweditor.cpp:191]
UE4Editor_DataTableEditor!SRowEditor::OnSelectionChanged() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\datatableeditor\private\sroweditor.cpp:232]
UE4Editor_DataTableEditor!SRowEditor::SelectRow() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\datatableeditor\private\sroweditor.cpp:254]
UE4Editor_DataTableEditor!TBaseSPMethodDelegateInstance<0,SRowEditor,0,void __cdecl(FName)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_DataTableEditor!FDataTableEditor::OnRowSelectionChanged() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\datatableeditor\private\datatableeditor.cpp:381]
UE4Editor_DataTableEditor!TBaseSPMethodDelegateInstance<0,FDataTableEditor,0,TTypeWrapper<void> __cdecl(TSharedPtr<FDataTableEditorRowListViewData,0>,enum ESelectInfo::Type)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_DataTableEditor!TBaseSPMethodDelegateInstance<0,FDataTableEditor,0,void __cdecl(TSharedPtr<FDataTableEditorRowListViewData,0>,enum ESelectInfo::Type)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_DataTableEditor!TBaseDelegate<void,TSharedPtr<FDataTableEditorRowListViewData,0>,enum ESelectInfo::Type>::ExecuteIfBound() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:482]
UE4Editor_DataTableEditor!SListView<TSharedPtr<FDataTableEditorRowListViewData,0> >::Private_SignalSelectionChanged() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\slistview.h:609]
UE4Editor_DataTableEditor!FDataTableEditor::SetHighlightedRow() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\datatableeditor\private\datatableeditor.cpp:729]
UE4Editor_DataTableEditor!FDataTableEditor::OnRowSelectionChanged() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\datatableeditor\private\datatableeditor.cpp:379]
UE4Editor_DataTableEditor!TBaseSPMethodDelegateInstance<0,FDataTableEditor,0,TTypeWrapper<void> __cdecl(TSharedPtr<FDataTableEditorRowListViewData,0>,enum ESelectInfo::Type)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_DataTableEditor!TBaseSPMethodDelegateInstance<0,FDataTableEditor,0,void __cdecl(TSharedPtr<FDataTableEditorRowListViewData,0>,enum ESelectInfo::Type)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_DataTableEditor!TBaseDelegate<void,TSharedPtr<FDataTableEditorRowListViewData,0>,enum ESelectInfo::Type>::ExecuteIfBound() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:482]
UE4Editor_DataTableEditor!SListView<TSharedPtr<FDataTableEditorRowListViewData,0> >::Private_SignalSelectionChanged() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\slistview.h:609]
UE4Editor_DataTableEditor!SListView<TSharedPtr<FDataTableEditorRowListViewData,0> >::OnMouseButtonDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\slistview.h:361]
UE4Editor_Slate!<lambda_fe59d5648f2f8779b5db8a4c6c6e3cfd>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4196]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_fe59d5648f2f8779b5db8a4c6c6e3cfd> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerDownEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4185]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDownEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4143]
UE4Editor_Slate!FSlateApplication::OnMouseDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4079]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1354]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1721]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:719]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:641]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2391]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\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

Hi Daniel_Scholz,

I was able to reproduce this on my end and have entered a bug report, UE-29638, to be assessed by the development staff.