Crash when modifing default values (in macros, interfaces etc.)

Here is another bug for you guys.

All you have to do to repro crash is:

  1. Open or create a macro or an interface blueprint function then create an input variable,

  2. Click on little arrow to expose “Default Value” option (check image below),

  3. Type whatever you want in Default Value field (it must not be empty) but DO NOT press enter yet.

  4. Then (while input caret is still blinking) click anywhere in editor.

  5. Crash!

Here is crash report.

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

Assertion failed: IsValid() [File:C:\UE4\UnrealEngine4.6.0 Release\UnrealEngine-4.6\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 658] 

KERNELBASE + 37901 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 285 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1042 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Kismet!FBlueprintGraphArgumentLayout::OnArgDefaultValueCommitted() + 235 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\editor\kismet\private\blueprintdetailscustomization.cpp:2000]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintGraphArgumentLayout,0,TTypeWrapper<void> __cdecl(FText const & __ptr64,enum ETextCommit::Type)>::Execute() + 87 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:283]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintGraphArgumentLayout,0,void __cdecl(FText const & __ptr64,enum ETextCommit::Type)>::ExecuteIfSafe() + 71 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:381]
UE4Editor_Slate!SEditableText::OnFocusLost() + 401 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\slate\private\widgets\input\seditabletext.cpp:1618]
UE4Editor_Slate!FSlateApplication::SetUserFocus() + 1752 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1984]
UE4Editor_Slate!FSlateApplication::ProcessReply() + 3232 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:2292]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_588f95cfa31b17d66f0bf68924ffcb57> >() + 332 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:209]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDownEvent() + 1121 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3694]
UE4Editor_Slate!FSlateApplication::OnMouseDown() + 299 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3607]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() + 2994 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\core\private\windows\windowsapplication.cpp:1299]
UE4Editor_Core!FWindowsApplication::DeferMessage() + 299 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\core\private\windows\windowsapplication.cpp:1657]
UE4Editor_Core!FWindowsApplication::ProcessMessage() + 3483 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() + 98 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\core\private\windows\windowsapplication.cpp:604]
user32 + 105425 bytes
user32 + 104666 bytes
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() + 118 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:774]
UE4Editor!FEngineLoop::Tick() + 3434 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2193]
UE4Editor!GuardedMain() + 478 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() + 26 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [c:\ue4\unrealengine4.6.0 release\unrealengine-4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hi TK-Master,

Thanks for reporting this. I was able to reproduce issue in 4.5 and 4.6. This has already been fixed in our internal build, and should not crash in same circumstances in 4.7. Thanks!