[Crash] Editor CTDs when editing function parameters
I have a crash bug when editing blueprint function parameters:
1) Create function. 2) Open the function and create three or more new input variables (no need to edit type or name). 3) Attempt to create an output variable.
Edit: This may be related to macros. Before step 2, adding a macro to the function (but not hooking it up) seems to dramatically increase the likelihood of a crash. For the record, I'm currently replacing some macros with functions, so I'm copying their parameter lists.
Editor will crash to desktop (CTD) with the following call stack:
FBlueprintGraphActionDetails::OnAddNewOutputClicked | blueprintdetailscustomization.cpp:L3019 TBaseSPMethodDelegateInstance_RetVal_NoParams::Execute | delegateinstancesimpl.inl:L223 TBaseDelegate_RetVal_NoParams::Execute | delegatesignatureimpl.inl:L996 SButton::OnMouseButtonUp | sbutton.cpp:L194 FSlateApplication::ProcessMouseButtonUpMessage | slateapplication.cpp:L3342 FSlateApplication::OnMouseUp | slateapplication.cpp:L3310 FWindowsApplication::ProcessDeferredMessage | windowsapplication.cpp:L885 FWindowsApplication::DeferMessage | windowsapplication.cpp:L1140 FWindowsApplication::ProcessMessage | windowsapplication.cpp:L336 FWindowsApplication::AppWndProc | windowsapplication.cpp:L274 WinPumpMessages | windowsplatformmisc.cpp:L566 FWindowsPlatformMisc::PumpMessages | windowsplatformmisc.cpp:L594 FEngineLoop::Tick | launchengineloop.cpp:L1927 GuardedMain | launch.cpp:L133 GuardedMainWrapper | launchwindows.cpp:L118 WinMain | launchwindows.cpp:L183 __tmainCRTStartup | crtexe.c:L528
asked Mar 11 '14 at 02:53 AM in Blueprint Scripting
ue4-archive ♦♦ STAFF
I have tested in Beta 6, and I have not yet been able to reproduce this crash. Based on your information, I have tried with the following steps:
At this point you suggest that you crash, but I have had no issue, even after compiling.
Is your crash occurring in a new Blueprint (like my repro steps)? Or does it only occur in a particular pre-existing blueprint? Is the Blueprint being used in the level or referenced by anything else?
Any information you can provide regarding specific repro steps or blueprint setup would be appreciated.
answered Mar 11 '14 at 02:53 AM
ue4-archive ♦♦ STAFF
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