[5.8.2] Crash on deselect after editing a property of a Text3D Blueprint actor in Simulate

Summary

In Simulate, editing any property of a Blueprint actor that contains a Text3D component via the Details panel, then deselecting it (click in empty viewport space or Stop), crashes the editor with an access violation in the selection code. 100% reproducible; does not happen for actors without Text3D, without the property edit, or in regular Play In Editor.

What Type of Bug are you experiencing?

Editor

Steps to Reproduce

  1. Blueprint actor with a Text3D component placed in a level (both StaticMeshesRenderer and DynamicMeshRenderer reproduce).
  2. Select the actor in the level editor and start Simulate (not Play).
  3. In Details, drag any property field of the actor (a float variable, or Transform > Location X).
  4. Click an empty spot in the level viewport (or press Stop).

Expected Result

The actor is deselected (or the simulation stops) without a crash.

Observed Result

EXCEPTION_ACCESS_VIOLATION reading address 0x0. Call stack (Launcher build, resolved against DLL export tables):
UUnrealEdEngine::Tick → UEditorEngine::Tick → UEditorEngine::EndPlayMap (or ViewportSelectionUtilities::ClickBackdrop) → UUnrealEdEngine::SelectNone → UTypedElementSelectionSet::ClearSelection → UTypedElementSelectionSet::DeselectElement → UnrealEditor-LevelEditor.dll+0x78126 → UnrealEditor-LevelEditor.dll+0x77555 (crash).
Controls: same steps on a Blueprint actor without Text3D - no crash; same steps without the property edit - no crash; editing the property via script instead of Details - no crash; same steps in regular PIE with the PIE actor selected in the Outliner - no crash.

Affects Versions

5.8

Platform(s)

Windows

For crash reports, include your callstack

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
Engine 5.8.2-56702186+++UE5+Release-5.8 (Launcher build, no symbols; module+offset below)

UnrealEditor-LevelEditor 0x00007ff95e720000+0x77555
UnrealEditor-LevelEditor 0x00007ff95e720000+0x78126
UnrealEditor-TypedElementRuntime 0x00007ff95c3e0000+0xe781
UnrealEditor-TypedElementRuntime 0x00007ff95c3e0000+0xd749
UnrealEditor-UnrealEd 0x00007ff962e00000+0x82d3ea
UnrealEditor-UnrealEd 0x00007ff962e00000+0x13563bf
UnrealEditor-LevelEditor 0x00007ff95e720000+0x2834bd
UnrealEditor-EditorInteractiveToolsFramework 0x00007ff95d2f0000+0x19ab25
UnrealEditor-EditorInteractiveToolsFramework 0x00007ff95d2f0000+0x7d143
UnrealEditor-InteractiveToolsFramework 0x00007ff954280000+0xb0bda
UnrealEditor-InteractiveToolsFramework 0x00007ff954280000+0xbd57c
UnrealEditor-InteractiveToolsFramework 0x00007ff954280000+0xbd34a
UnrealEditor-UnrealEd 0x00007ff962e00000+0x12da093
UnrealEditor-UnrealEd 0x00007ff962e00000+0x80f508
UnrealEditor-UnrealEd 0x00007ff962e00000+0x87d362
UnrealEditor-UnrealEd 0x00007ff962e00000+0xd18b62
UnrealEditor-Engine 0x00007ff965700000+0x20f87a0
UnrealEditor-Slate 0x00007ff9867b0000+0x42cb3f
UnrealEditor-Slate 0x00007ff9867b0000+0x11a8a
UnrealEditor-Slate 0x00007ff9867b0000+0x5a75e
UnrealEditor-Slate 0x00007ff9867b0000+0x4ca1f
UnrealEditor-Slate 0x00007ff9867b0000+0x4453e
UnrealEditor-ApplicationCore 0x00007ff9f46b0000+0x33323
UnrealEditor-ApplicationCore 0x00007ff9f46b0000+0x1e9ea
UnrealEditor-ApplicationCore 0x00007ff9f46b0000+0x368e1
UnrealEditor-ApplicationCore 0x00007ff9f46b0000+0x1ac61
USER32 0x00007ffa4dcf0000+0xc366
USER32 0x00007ffa4dcf0000+0xa7bd
UnrealEditor-ApplicationCore 0x00007ff9f46b0000+0x67279
UnrealEditor 0x00007ff6ede30000+0x32175
UnrealEditor 0x00007ff6ede30000+0x1c4ac
UnrealEditor 0x00007ff6ede30000+0x1c5ba
UnrealEditor 0x00007ff6ede30000+0x21256
UnrealEditor 0x00007ff6ede30000+0x35c74
UnrealEditor 0x00007ff6ede30000+0x3902a
KERNEL32 0x00007ffa4e550000+0x2ccb7
ntdll 0x00007ffa4fbe0000+0xaad6c

Additional Notes

Full CrashContext.runtime-xml, UEMinidump.dmp and editor log for both crashes are available (1.7 MB zip) and can be provided on request or via a share link.

1 Like

Note:

Text3D is a unfinished / unstable plugin that was in the middle of refactoring before they focused on UE6. Very little progress has been made on it. It seems to be designed for none real-time or light scenes for TV broadcasting. Using it for game play was a risk and ended up being a mistake that I spent weeks on trying to fix.

Progress:

I had to stop using it after waiting for years for them to fix it. A few patches ago they started a major refactor and broke it - they then patched the code a few times so it wasn’t just crashing the editor to where it is now.

Today:

I only use it to generate static meshes and then export them to static meshes then animate those static meshes via BP’s. This works fine and is slightly easier then generating all the letters in a 3D program and then exporting them.