Alright…finally figured out the legit repro steps here:
- Create a new behavior tree called “TestA”
- Create a new behavior tree called “TestB”
- Hookup a “Run Behavior” node in “TestA” that references “TestB”
- Save “TestA”
- Rename “TestA” to "TestAAA"
- Open the renamed behavior tree “TestAAA”
- Make any edit (like just knudge a node position) and save that behavior tree.
BOOM! Crashes every time!!! That bolded step seems to be the main culprit. Makes working with the “Run Behavior” node near impossible. It’s CRAZY unstable. To be honest, I think there are other ways to repro this bug, but this is the easiest.
[2016.12.19-19.06.51:942][256]LogSourceControl: Attempting ‘p4 fstat -Or C:/UnrealEngine/Prizefighter/Content/Global/AI/BehaviorTrees/Base_Turret_AIBT.uasset’
Ensure condition failed: ToPin->LinkedTo.Contains(this) [File:C:\UnrealEngine\UnrealEngine\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 292]
UEdGraphPin::BreakLinkTo Pin ‘Out’ on node ‘Selector’ not reciprocally linked with pin ‘In’ on node ‘Run Behavior’
[2016.12.19-19.06.51:967][256]LogOutputDevice:Error: Ensure condition failed: ToPin->LinkedTo.Contains(this) [File:C:\UnrealEngine\UnrealEngine\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 292]
[2016.12.19-19.06.51:967][256]LogStats: FDebug::EnsureFailed - 0.000 s
UE4Editor.exe has triggered a breakpoint.