Hi,
I am getting a reproducible crash when reparenting a blueprint.
I created a blueprint derived from ‘character’ which has a float variable ‘health’.
I then created a second blueprint ‘characterWithStats’, also deriving from character, which also contains a float called ‘health’.
I then tried to reparent the first blueprint to derive from the second, and in the attempt to rename the health variable i get a crash. Stack trace below.
I am certain this is due to the clash in variable names as if i rename the variable in the new base class to not clash with the original class, i don’t get the crash.
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line:
KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_UnrealEd!FBlueprintEditorUtils::RenameMemberVariable() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:4101]
UE4Editor_KismetCompiler!FKismetCompilerContext::ValidateVariableNames() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:470]
UE4Editor_KismetCompiler!FKismetCompilerContext::CreateClassVariablesFromBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:514]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3364]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:99]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:155]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:739]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditor.cpp:3016]
UE4Editor_Kismet!FBlueprintEditor::ReparentBlueprint_NewParentChosen() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditor.cpp:2563]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(UClass * __ptr64)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(UClass * __ptr64)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ClassViewer!SClassViewer::OnClassViewerSelectionChanged() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\classviewer\private\sclassviewer.cpp:2205]
UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,TTypeWrapper<void> __cdecl(TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\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() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ClassViewer!TBaseDelegate<void,TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type>::ExecuteIfBound() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:519]
UE4Editor_ClassViewer!SListView<TSharedPtr<FClassViewerNode,0> >::Private_SignalSelectionChanged() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\public\widgets\views\slistview.h:609]
UE4Editor_ClassViewer!STableRow<TSharedPtr<FString,0> >::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\public\widgets\views\stablerow.h:437]
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4170]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:212]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4173]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4133]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1406]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1711]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2319]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
Any thoughts on how to work around this, and should it crash out like this?
Thanks!