x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Spawning multiple actors with the label "(none)" and saving corrupts a world file, crashing the editor.

I'm using a source build of UE 4.15.3. When creating multiple actors with the label "(none)" via C++ code (Editor Plugin) or in the editor it is possible to corrupt a map file.

Steps to reproduce:

  1. create a new map and open it

  2. Add three empty actors, rename all of of them to "(none)", without quotations, but with parentheses

  3. save the map

  4. switch to another map, then open the original map again.

  5. This will crash the editor and the world will be unusable from there on

Unreal editor will crash with the stacktrace at the bottom of this post. After restarting it will always crash if the map is loaded or even if one tries to delete the map. My guess after looking a bit through the source is that "(none)" is a magic name in the asset saving code ( for example Engine\Source\Runtime\Engine\Private\UnrealExporter.cpp, Line 700 ).

A workaround is just not using the label "(none)" on actors ( which was my fix, i imported the name from another software and could rename the offending part there ). A proper fix would probably be to disallow the name "(none)" for actor labels, or any other names that could have a special meaning.

The backtrace:

 Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad) [File:E:\dev\repositories\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 105] 
 Detaching from existing linker for ../../../ImportTest/Content/NewWorld_3.umap while object StaticMeshActor /Game/NewWorld_3.NewWorld_3:PersistentLevel.StaticMeshActor_0 needs loaded
 
 
 UE4Editor_Core!FDebug::AssertFailed() [e:\dev\repositories\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
 UE4Editor_CoreUObject!UObject::SetLinker() [e:\dev\repositories\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectlinker.cpp:105]
 UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [e:\dev\repositories\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3944]
 UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [e:\dev\repositories\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2894]
 UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [e:\dev\repositories\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3041]
 UE4Editor_CoreUObject!LoadPackageInternalInner() [e:\dev\repositories\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1311]
 UE4Editor_CoreUObject!LoadPackage() [e:\dev\repositories\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1477]
 UE4Editor_CoreUObject!ResolveName() [e:\dev\repositories\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:756]
 UE4Editor_CoreUObject!StaticLoadObjectInternal() [e:\dev\repositories\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:843]
 UE4Editor_CoreUObject!StaticLoadObject() [e:\dev\repositories\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:903]
 UE4Editor_ContentBrowser!FAssetData::GetAsset() [e:\dev\repositories\unrealengine\engine\source\runtime\assetregistry\public\assetdata.h:232]
 UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [e:\dev\repositories\unrealengine\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1848]
 UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [e:\dev\repositories\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
 UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [e:\dev\repositories\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434]
 UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [e:\dev\repositories\unrealengine\engine\source\editor\contentbrowser\private\sassetview.cpp:3693]
 UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl(TSharedPtr<FAssetViewItem,0>)>::Execute() [e:\dev\repositories\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
 UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() [e:\dev\repositories\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434]
 UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [e:\dev\repositories\unrealengine\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:624]
 UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [e:\dev\repositories\unrealengine\engine\source\runtime\slate\public\widgets\views\slistview.h:800]
 UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [e:\dev\repositories\unrealengine\engine\source\runtime\slate\public\widgets\views\stablerow.h:287]
 UE4Editor_Slate!<lambda_eeb33fd1b480e3cad58a1531d90d2e14>::operator()() [e:\dev\repositories\unrealengine\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5473]
 UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >() [e:\dev\repositories\unrealengine\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:238]
 UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [e:\dev\repositories\unrealengine\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5471]
 UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [e:\dev\repositories\unrealengine\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5454]
 UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [e:\dev\repositories\unrealengine\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5432]
 UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [e:\dev\repositories\unrealengine\engine\source\runtime\core\private\windows\windowsapplication.cpp:1702]
 UE4Editor_Core!FWindowsApplication::DeferMessage() [e:\dev\repositories\unrealengine\engine\source\runtime\core\private\windows\windowsapplication.cpp:2120]
 UE4Editor_Core!FWindowsApplication::ProcessMessage() [e:\dev\repositories\unrealengine\engine\source\runtime\core\private\windows\windowsapplication.cpp:867]
 UE4Editor_Core!FWindowsApplication::AppWndProc() [e:\dev\repositories\unrealengine\engine\source\runtime\core\private\windows\windowsapplication.cpp:714]
 user32
 user32
 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [e:\dev\repositories\unrealengine\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:980]
 UE4Editor!FEngineLoop::Tick() [e:\dev\repositories\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2977]
 UE4Editor!GuardedMain() [e:\dev\repositories\unrealengine\engine\source\runtime\launch\private\launch.cpp:166]
 UE4Editor!GuardedMainWrapper() [e:\dev\repositories\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
 UE4Editor!WinMain() [e:\dev\repositories\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
 UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
 kernel32
 ntdll


Product Version: UE 4.15
Tags:
more ▼

asked Jun 08 '17 at 01:51 PM in Bug Reports

avatar image

Lirrec
41 2 4 7

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey Lirrec-

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here https://issues.unrealengine.com/issue/UE-46056 . You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Cheers

Doug Wilson

more ▼

answered Jun 14 '17 at 05:03 PM

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question