Summary
Cloning a Button device (Device_Button_V2) in a UEFN level — via Ctrl+D (Duplicate) or copy-paste — produces a corrupted copy whose Timeline component is missing its update/finished delegate functions (EmissiveColorLerpTL, PulseColorTL, “Visualization Scale”). Loading or touching that corrupted actor later triggers a handled ensure (OverriddenPropertySet.cpp scope mismatch) followed by a reproducible EXCEPTION_ACCESS_VIOLATION crash of the editor. Seen twice in the same session at the identical crash address.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
- Place a Button device (Device_Button_V2) in a UEFN level.
- Clone it — either with Ctrl+D (Duplicate) or copy-paste (Ctrl+C / Ctrl+V) — and move/transform the copy.
- Save the level.
- Reload the project (or just reopen the level) and interact with the level (e.g. save again, or assign the cloned button to a component reference field).
Expected result: a fully functional cloned button with intact Timeline delegate bindings.
Actual result: on every load of the cloned actor, the log shows:
Warning: While importing text for property ‘TimelinePostUpdateFunc’ in ‘Timeline’:
Unable to find function …/Device_Button_V2_C_UAID_…EmissiveColorLerpTL__UpdateFunc
Unable to find function …/Device_Button_V2_C_UAID_…PulseColorTL__UpdateFunc
Unable to find function …/Device_Button_V2_C_UAID_…Visualization Scale__UpdateFunc
Shortly before the crash we also saw a handled ensure:
Ensure condition failed: OverriddenProperties->GetOwner() == Owner
Incorrect owner passed. Scopes are mismatching!
[File: Engine/Source/Runtime/CoreUObject/Private/UObject/OverriddenPropertySet.cpp, Line: 195]
followed by:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000001c9b69e
The same crash address (0x…1c9b69e) recurred twice in the same session when touching the cloned button actor.
Engine version: 6.0.0-58011042 (++Fortnite+Release-42.20)
Workaround: avoid cloning Button devices — place fresh instances from the device palette instead.
Expected Result
Cloning a Button device should produce a fully working copy with intact Timeline delegate bindings, not a silently-corrupted actor that logs “Unable to find function” warnings and eventually crashes the editor with EXCEPTION_ACCESS_VIOLATION.
Observed Result
Log shows repeated “Unable to find function” warnings for the Timeline component of the cloned Button device (EmissiveColorLerpTL__UpdateFunc, PulseColorTL__UpdateFunc, “Visualization Scale”__UpdateFunc). Shortly before crashing, a handled ensure fires: “OverriddenProperties->GetOwner() == Owner — Incorrect owner passed. Scopes are mismatching!” (OverriddenPropertySet.cpp, line 195). The editor then crashes with Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000001c9b69e. Same address recurred twice in one session.
Platform(s)
Windows (UEFN editor, Engine 6.0.0-58011042 / ++Fortnite+Release-42.20)
Additional Notes
This is highly disruptive: it has crashed our session repeatedly (3+ times) whenever we touch a cloned Button device — including immediately after a plain Ctrl+C/Ctrl+V. It is effectively blocking work in a level that uses several placed Button devices.