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Error opening custom asset editor

Hey guys,

I have a custom asset intended to be data represented in a graph much like a behavior tree or blueprint.

I have the asset able to be created in the content browser, but when I try to open it with my custom editor class I get this error:

 Assertion failed: PairId.IsValidId() [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Map.h] [Line: 1018] 
 
 
 
 KERNELBASE
 UE4Editor_Core
 UE4Editor_Core
 UE4Editor_Core
 UE4Editor_UnrealEd
 UE4Editor_UnrealEd
 UE4Editor_AttackSystemPlugin!FAS_Editor::`scalar deleting destructor'()
 UE4Editor_AttackSystemPlugin!FAS_AttackSystemAssetActions::OpenAssetEditor() [e:\p4workspace_supercaffeinated\attacksystemproject\attacksystemproject\plugins\attacksystemplugin\source\attacksystemplugin\private\as_attacksystemassetactions.cpp:32]
 UE4Editor_UnrealEd
 UE4Editor_AttackSystemPlugin!FAssetTypeActions_Base::AssetsActivated() [e:\installs\unreal engine\4.15\ue_4.15\engine\source\developer\assettools\public\assettypeactions_base.h:50]
 UE4Editor_ContentBrowser
 UE4Editor_ContentBrowser
 UE4Editor_ContentBrowser
 UE4Editor_ContentBrowser
 UE4Editor_ContentBrowser
 UE4Editor_ContentBrowser
 UE4Editor_ContentBrowser
 UE4Editor_ContentBrowser
 UE4Editor_ContentBrowser
 UE4Editor_ContentBrowser
 UE4Editor_Slate
 UE4Editor_Slate
 UE4Editor_Slate
 UE4Editor_Slate
 UE4Editor_Slate
 UE4Editor_Core
 UE4Editor_Core
 UE4Editor_Core
 UE4Editor_Core
 user32
 user32
 UE4Editor_Core
 UE4Editor
 UE4Editor
 UE4Editor
 UE4Editor
 UE4Editor
 kernel32
 ntdll

I've been chasing down "PairID.IsValid" and anything slate based, but I can't narrow down where this error is trying to point me. The system for making a custom editor is so complex I don't know where to start.

The line it refers to on as_attacksystemassetactions.cpp:32 is:

 void FAS_AttackSystemAssetActions::OpenAssetEditor(const TArray<UObject*>& InObjects, TSharedPtr<class IToolkitHost> EditWithinLevelEditor)
 {
     const EToolkitMode::Type Mode = EditWithinLevelEditor.IsValid() ? EToolkitMode::WorldCentric : EToolkitMode::Standalone;
 
     for (auto ObjIt = InObjects.CreateConstIterator(); ObjIt; ++ObjIt)
     {
         if (UAS_AttackSystem* AttackSystem = Cast<UAS_AttackSystem>(*ObjIt))
         {
             TSharedRef<FAS_Editor> NewASEditor(new FAS_Editor());
             NewASEditor->InitAttackSystemEditor(Mode, EditWithinLevelEditor, AttackSystem);
         }  <----------- line 32
     }
 }


I've been trying to mimic the paper2d plugin code with success until this point. Anyone familiar with making editors and junk that can chime in?

Product Version: UE 4.15
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asked Jun 02 '17 at 03:12 AM in C++ Programming

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Gorlock
21 1 7 8

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