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Crash while moving uasset to another directory in editor

Branch: Source

Build version: 4.4.0-0+UE4

Detailed description of the issue:

I was moving a blueprint uasset in editor from one folder to another. In the move process multiple levels that referenced that asset were loaded. One of those classes had blueprint instances that had childactorcomponents. During the destruction of the childactorcomponents it renames the child actor refernce and destroys its linker loader. The destruction of the linkerroot pointer later causes a crash on line 834 UObjectGlobals in StaticLoadClass.

I appeared to resolve the crash by passing the REN_ForceNoResetLoaders flag to both calls of ChildActor->Rename in the ChildActorComponent, but I'm not sure how safe that is.

Repro Steps

Action 1: Have or make a actor blueprint with a childactorcomponent with a pointer to another actor Action 2: Have or create an instance of the blueprint in Action 1 in multiple maps Action 3: Move the blueprint in Action 1 to a different directory.

100% repro

Product Version: Not Selected
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asked Sep 15 '14 at 09:58 PM in Bug Reports

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dzeligman
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avatar image Ben Halliday STAFF Sep 16 '14 at 08:43 PM

Hey dzeligman,

Thank you for your report. We have assigned this issue to a member of our support staff, and they will begin investigation as soon as possible. If we are unable to reproduce the issue, or we need additional information, our staff member will comment here with additional questions. Otherwise, we will post an ‘Answer’ once we have logged the issue in our bug database or we have a solution for it.

In the meantime, please be sure to review our suggestions for how to report a bug, and feel free to edit your post if you have additional information to provide:

https://answers.unrealengine.com/questions/12363/how-do-i-report-a-bug.html

Please be sure to zip and attach your crash logs and dump files from this crash.

Thanks!

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Hey dzeligman,

Good find! I'm reporting this bug internally.

Edit: Actually, this bug is already fixed on our internal build. It should be implemented in a future update.

Thanks,

Jonathan

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answered Sep 19 '14 at 08:06 PM

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