Hello,
This was happening in 4.16 as well but if you have a UActorSequenceComponent defined in C++, then have a blueprint derived from that C++ class, upon selecting the Sequence Component the editor will immediately crash.
I’ve attached an example project that should show you what happens but if you don’t want that:
Steps to Reproduce
- Enable ActorSequenceEditor plugin
- Create a C++ derived Actor
- Create and add the component in C++
The usual way
.h
UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly)
UActorSequenceComponent* SequenceComponent;
.cpp
SequenceComponent = CreateDefaultSubobject<UActorSequenceComponent>(FName("Sequence Comp"));
- Create Blueprint derived from the newly created actor class
- Open Blueprint and select the component in the hierarchy
Should crash due to a nullptr with Get Parent Blueprint in UActorSequence
UE4Editor-CoreUObject.dll!UObjectBaseUtility::GetTypedOuter() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:205]
UE4Editor-ActorSequence.dll!UActorSequence::GetParentBlueprint() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\actorsequence\private\actorsequence.cpp:45]
UE4Editor-ActorSequenceEditor.dll!FActorSequenceComponentCustomization::CustomizeDetails() [d:\build\++ue4+release-4.17+compile\sync\engine\plugins\moviescene\actorsequenceeditor\source\actorsequenceeditor\private\actorsequencecomponentcustomization.cpp:136]
I have attached a crash log as well as the project I have reproduced it in.
Thanks!