Hi,
I’ve got a systematic crash with version 4.8 when trying to create a child blueprint of one of our complex BP inheriting actors…
I did not succeed in debugging the issue myself so I searched for a minimal repro scenario… Here it is :
First, create a structure that only contains an array of static meshes.
Second, create a blueprint class inheriting actor and containing an array of the previous structure.
Create an instance of this blueprint and add an empty element to the array of struct.
Create a child blueprint from this actor.
In this final step, I systematically get a crash in the properties copies steps…
If anyone can help me with this one…
Thanks in advance!
Here is the callstack:
UE4Editor-Core.dll!FMallocTBB::Realloc(void * Ptr, unsigned __int64 NewSize, unsigned int Alignment) Line 70 C++
UE4Editor-Core.dll!FHeapAllocator::ForAnyElementType::ResizeAllocation(int PreviousNumElements, int NumElements, unsigned __int64 NumBytesPerElement) Line 344 C++
UE4Editor-UnrealEd.dll!FScriptArrayHelper::EmptyAndAddUninitializedValues(int Count) Line 2481 C++
UE4Editor-UnrealEd.dll!EditorUtilities::CopySinglePropertyRecursive(const void * const InSourcePtr, void * const InTargetPtr, UObject * const InTargetObject, UProperty * const InProperty) Line 896 C++
UE4Editor-UnrealEd.dll!EditorUtilities::CopySinglePropertyRecursive(const void * const InSourcePtr, void * const InTargetPtr, UObject * const InTargetObject, UProperty * const InProperty) Line 876 C++
UE4Editor-UnrealEd.dll!EditorUtilities::CopySinglePropertyRecursive(const void * const InSourcePtr, void * const InTargetPtr, UObject * const InTargetObject, UProperty * const InProperty) Line 896 C++
UE4Editor-UnrealEd.dll!EditorUtilities::CopyActorProperties(AActor * SourceActor, AActor * TargetActor, const EditorUtilities::ECopyOptions::Type Options) Line 991 C++
UE4Editor-UnrealEd.dll!FKismetEditorUtilities::CreateBlueprintFromActor(const FName BlueprintName, UObject * Outer, AActor * Actor, bool bReplaceActor) Line 1299 C++
UE4Editor-UnrealEd.dll!FKismetEditorUtilities::CreateBlueprintFromActor(const FString & Path, AActor * Actor, bool bReplaceActor) Line 1153 C++
UE4Editor-KismetWidgets.dll!FCreateBlueprintFromActorDialog::OnCreateBlueprint(const FString & InAssetPath, bool bInHarvest) Line 80 C++
UE4Editor-KismetWidgets.dll!TBaseStaticDelegateInstance<void __cdecl(FString const & __ptr64),bool>::ExecuteIfSafe(const FString & <Params_0>) Line 921 C++
UE4Editor-UnrealEd.dll!SCreateAssetFromObject::OnCreateAssetFromActorClicked() Line 129 C++
UE4Editor-UnrealEd.dll!TMemberFunctionCaller<SCreateAssetFromObject,FReply (__cdecl SCreateAssetFromObject::)(void) __ptr64>::operator()<>() Line 161 C++
UE4Editor-UnrealEd.dll!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SCreateAssetFromObject,FReply (__cdecl SCreateAssetFromObject::)(void) __ptr64> >(TMemberFunctionCaller<SCreateAssetFromObject,FReply (__cdecl SCreateAssetFromObject::*)(void)> && Func) Line 113 C++
UE4Editor-UnrealEd.dll!TBaseSPMethodDelegateInstance<0,SCreateAssetFromObject,0,FReply __cdecl(void)>::Execute() Line 282 C++
UE4Editor-Slate.dll!TBaseDelegate::Execute() Line 440 C++
UE4Editor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 239 C++