MegaJam Suprise: Unnamed Components?! Crash

I wish I could repro this. No time, just wanted to throw it out there. I’ve never seen anything like this before. So I am going to assume this is something new to 4.18:

219455-unknown.png

What the heck would cause components to spaz out and go “Unnamed” then when clicking on them, they crash… strange error too…

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Kismet!SSCS_RowWidget::OnNameTextVerifyChanged() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\kismet\private\sscseditor.cpp:3073]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,SSCS_RowWidget,0,bool __cdecl(FText const & __ptr64,FText & __ptr64)>::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_Slate!SInlineEditableTextBlock::OnTextBoxCommitted() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\widgets\text\sinlineeditabletextblock.cpp:288]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,TTypeWrapper<void> __cdecl(FText const & __ptr64,enum ETextCommit::Type)>::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,void __cdecl(FText const & __ptr64,enum ETextCommit::Type)>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434]
UE4Editor_Slate!FSlateEditableTextLayout::HandleFocusLost() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\widgets\text\slateeditabletextlayout.cpp:783]
UE4Editor_Slate!FSlateApplication::SetUserFocus() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:2811]
UE4Editor_Slate!FSlateApplication::SetUserFocus() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:2513]
UE4Editor_Slate!FSlateApplication::ProcessReply() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3207]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_7097b900f0e4be30d80fb18f98c51ea0> >() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:235]
UE4Editor_Slate!FSlateApplication::RoutePointerDownEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5160]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDownEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5113]
UE4Editor_Slate!FSlateApplication::OnMouseDown() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5031]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1733]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2171]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:888]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:725]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3220]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.18+compile\sync\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

Hey Victor,

I haven’t seen that before myself either. I’ll spend some time today taking a look at it and get back to you with my findings.

Okay, I’ve spent a while trying various combinations of adding, removing, renaming, pasting long names into components, trying to add them to instances of the blueprint in the level instead of the blueprint class itself, and I was not able to reproduce the crash.

I’m stumped as far as what could be causing this as well, so if you get some time and can provide me with a project that I can take a look at, that would be great. Also, if you can get logs next time this happens, that would be great.

If it helps, this seems to only be affecting children BP classes. Some a few levels deep. Which is interesting, because there seems to be a lot of issues with inheritance in 4.18.

I keep seeming them pop up. I just hit compile and save. I don’t even try to touch them anymore. So no crashes. After the MegaJam, I can definitely hook you up with the project/logs.

Thanks for looking into it though.

Thanks for the info, that gives me a couple more things I can test. If I can’t get any results, I’ll just leave this thread open for you to update with your logs and you can PM me the project on the forums after the jam is over.

Oh…I lied… I was trying to attach an Audio Component to a Particle Component, but this was in the Parent Class… So, I still think inheritance is the issue… LOG is attached. What’s your user name info on forums? Because the new forums are bad when trying to search for people.

link text

Sorry for the delay, I thought I had responded to this yesterday evening.

I can poke around a bit more in the meantime with that information you’ve provided, but when you get a chance you can send me the project here:

https://forums.unrealengine.com/member/160394-sean-l

Let me know if there is an issue with the link

Just wanted to follow up to see if you were able to get that project over to us, and wanted to make sure I haven’t missed it. I’d love to get a closer look at the issue and see if we can figure out what’s going on.

Thanks

Hey Victor,

I’m closing this thread out for tracking purposes. Please feel free to reopen it if you ever get the chance to get that project over to us.

Thanks