Summary
The crash dump is a stack overflow, it seems to be caused by an infinite loop in the Editor UI to close the Color Picker window once you have picked a Color.
It seems to affect any Native Actor with a Components that has a Linear Color Property that are shown inline to the actors details, which are then Subclassed with a Blueprint.
What Type of Bug are you experiencing?
Editor
Steps to Reproduce
- Open a new Project
- In the Content Browser, use the Add button to start the create new Blueprint Class process.
- Using the “All Classes” section, search for and pick “SpotLight” (the Actor subclass, not the component).
- Save the new blueprint.
- Place a copy of the blueprint actor into a blank level.
- Select the actor in the level editor.
- In the details panel, click on the Color Palette for the Light Color property.
- Change the color using the color wheel, then press OK.
Expected Result
The property updates and the light changes color.
Observed Result
The editor crashes.
Affects Versions
5.8
Platform(s)
Windows
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For crash reports, include your callstack
Unhandled Exception: EXCEPTION_STACK_OVERFLOW
UnrealEditor_Core!EqualsSameDimensions<0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:248]
UnrealEditor_Core!FNamePoolShard<0>::Find() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:1378]
UnrealEditor_Core!FNamePool::Store() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:1883]
UnrealEditor_Core!FNameHelper::FindOrStoreString() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:3294]
UnrealEditor_Core!FNameHelper::MakeWithInternalNumber() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:3086]
UnrealEditor_Core!FName::FName() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:3440]
UnrealEditor_CoreUObject!FProperty::ImportSingleProperty() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Property.cpp:1634]
UnrealEditor_CoreUObject!UScriptStruct::ImportText() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:3465]
UnrealEditor_CoreUObject!FStructProperty::ImportText_Internal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyStruct.cpp:321]
UnrealEditor_PropertyEditor!FPropertyTextUtilities::TextToPropertyHelper() [D:\build++UE5\Sync\Engine\Source\Editor\PropertyEditor\Private\PropertyTextUtilities.cpp:44]
UnrealEditor_PropertyEditor!FPropertyValueImpl::ImportText() [D:\build++UE5\Sync\Engine\Source\Editor\PropertyEditor\Private\PropertyHandleImpl.cpp:579]
UnrealEditor_PropertyEditor!FPropertyValueImpl::ImportText() [D:\build++UE5\Sync\Engine\Source\Editor\PropertyEditor\Private\PropertyHandleImpl.cpp:314]
UnrealEditor_PropertyEditor!FPropertyValueImpl::SetValueAsString() [D:\build++UE5\Sync\Engine\Source\Editor\PropertyEditor\Private\PropertyHandleImpl.cpp:1023]
UnrealEditor_DetailCustomizations!FColorStructCustomization::OnColorPickerWindowClosed() [D:\build++UE5\Sync\Engine\Source\Editor\DetailCustomizations\Private\ColorStructCustomization.cpp:446]
============== REPEATS ===================
Additional Notes
I included a screenshot of my debugger stack inspector towards the bottom as the log of the overflow is too large.
