[Crash] Adding a interface to a blueprint 4.7.0

Dear UE4 community,

I have found a bug within v4.7.0 that crashes the editor whilst trying to add a newly created interface to a blueprint (originally a gamemode blueprint). I have tried adding different interfaces both user created and ones which already work but this still leads to the same result. On one of my blueprints I have an interface already added from v4.6.1, so I know there is no problem with that interface.

The project was ported from v4.6.1, so I created a blank v4.7.0 project to test if adding interfaces resulted in crashing which it did.

Any ideas on how to get around this? Many thanks.

Below is the callstack just after the crash.

Regards,

Peter

MachineId:A0DC26194FEB6EB0C3F526A1E452EB77
UserName:admin

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: IsValid() [File:C:\UnrealEngine-4.7\UnrealEngine-4.7\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 658] 

KERNELBASE + 24684 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 285 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1042 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Kismet!FBlueprintInterfaceLayout::GenerateChildContent() + 175 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\editor\kismet\private\blueprintdetailscustomization.cpp:3931]
UE4Editor_PropertyEditor!FDetailCustomBuilderRow::OnGenerateChildren() + 423 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\editor\propertyeditor\private\detailcustombuilderrow.cpp:60]
UE4Editor_PropertyEditor!FDetailItemNode::GenerateChildren() + 230 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\editor\propertyeditor\private\detailitemnode.cpp:222]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,FDetailItemNode,0,TTypeWrapper<void> __cdecl(void),bool>::Execute() + 69 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,FDetailItemNode,0,void __cdecl(void),bool>::ExecuteIfSafe() + 54 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Kismet!FBlueprintInterfaceLayout::OnClassPicked() + 223 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\editor\kismet\private\blueprintdetailscustomization.cpp:4088]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintInterfaceLayout,0,TTypeWrapper<void> __cdecl(UClass * __ptr64)>::Execute() + 76 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintInterfaceLayout,0,void __cdecl(UClass * __ptr64)>::ExecuteIfSafe() + 60 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ClassViewer!SClassViewer::OnClassViewerSelectionChanged() + 994 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\editor\classviewer\private\sclassviewer.cpp:2326]
UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,TTypeWrapper<void> __cdecl(TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type)>::Execute() + 106 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,void __cdecl(TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type)>::ExecuteIfSafe() + 101 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ClassViewer!TBaseDelegate<void,TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type>::ExecuteIfBound() + 97 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:518]
UE4Editor_ClassViewer!SListView<TSharedPtr<FClassViewerNode,0> >::Private_SignalSelectionChanged() + 565 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\slate\public\widgets\views\slistview.h:613]
UE4Editor_ClassViewer!STableRow<TSharedPtr<FString,0> >::OnMouseButtonUp() + 1115 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\slate\public\widgets\views\stablerow.h:433]
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator()() + 188 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3985]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() + 215 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:202]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() + 595 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3988]
UE4Editor_Slate!FSlateApplication::OnMouseUp() + 278 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3949]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() + 3433 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1373]
UE4Editor_Core!FWindowsApplication::DeferMessage() + 299 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1669]
UE4Editor_Core!FWindowsApplication::ProcessMessage() + 3966 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() + 98 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:604]
user32 + 9268 bytes
user32 + 8855 bytes
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() + 118 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:774]
UE4Editor!FEngineLoop::Tick() + 3641 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2216]
UE4Editor!GuardedMain() + 478 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() + 26 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [c:\unrealengine-4.7\unrealengine-4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

And also my logs from the crash: Logs

Hi ,

I just attempted to utilize an interface on my end and did not receive any crashes. Can you show me how you are setting yours up so I can try to repro this on my end? Additionally, which preview version of 4.7.0 are you using?

Hi ,

Sorry for the late reply.

Strange, since I’m getting the same problems on 4.6.1 and 4.7.0. I’m setting mine up by opening the blueprint, clicking on class settings, then going to the right hand pane and clicking on the Add combo box under “Implemented Interfaces”. Once I select any interface to add, created by me or interfaces I have used previously that I know works the editor hangs for a few seconds before quiting the editor.

As for the preview version, when I open the “About Unreal Editor” window the version is “4.7.0-0+++depot+UE4-Releases+4.7”

Please let me know if you need any other details,

Many thanks,

Peter

Hi ,

Unfortunately I haven’t been able to reproduce this on my end. Can you post your dxdiag as well as a screenshot of the blueprint you are experiencing this in? Perhaps it is an interaction between specific blueprint features and the interface that is causing the error.

Hi ,

I’m having problems uploading documents to my reply, I can’t attach my DxDiag file but below is a link to a screenshot of the (empty) actor (ive tried with other types of blurprints with the same result) blueprint just before the crash.


Regards,

Peter

Hi ,

Which preview are you currently using? For example, did you update your preview last week when the launcher prompted an update or are you on the one before it (preview 5 or preview 4)? Additionally, does this occur on a blank project with no additional content?

Thanks for the quick reply.

I don’t remember applying an update so I think I’m on preview 4. I have tested it on both a blank project with and without additonal content and still get the same result.

Regards,

Peter

Try updating to preview 5. Additionally, what are you creating inside of your interface before the crash occurs, or are you simply creating it then calling the interface in a blueprint?

I’ll try updating to preview 5, thanks. Is this done via the launcher? I am simply creating it then calling the interface in a blueprint.

Yes, if you go into your launcher>Library there should be an “update” button underneath your preview 4.7 launcher version. Just press that and it will automatically update to preview 5.

,

I’ve just tried this and the launcher is only finding my previous version of UE4 (4.6.1) looks like my current version isnt being picked up. Is there a way round this?

Regards,

Peter

Do you mean previous version of your project or previous version of your editor? There is a known issue that is currently being looked at for fixes where the editor does not pick up engine versions and if this is the case the current workaround is to re-install the launcher.

Previous version of the editor. How would I re-install the launcher?

Hi ,

You should be able to uninstall/reinstall the launcher by going to unrealengine.com and logging in then selecting “Download” next to your OS (windows, mac) under the “Latest Download” section.

Hi ,

Sadly this didn’t work for me. I uninsalled and re-installed the but it still only picks up 4.6.1 I should add that my 4.7.0 version is from source code.

Peter

Ah, that does change things significantly. Currently source code builds can not be opened via the launcher, however when you open a source code build it will open the launcher. Our developers are trying to find a way to be able to open the source engine via the launcher so keep an eye out for that.

Hi ,

We have not heard from you for quite some time. I am marking this thread as answered for tracking purposes. If you are still experiencing this crash, please comment with the requested information. Thank you.