Summary
It appears that when having some components referencing some entities in the scene and then attempting to rename editable fields as well as remove some one can eventually trap into a VERSE_DEAD
issue that will keep the editor crashing. Such editor behavior is way too aggressive, the editor should never crash.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
This is not trivial, please check recently sent crash logs.
Try creating some editable entity reference in components, assemble them in the outliner, then start renaming and removing such editable from the component as part of a refactoring flow and keep compiling the project.
Expected Result
The editor should not crash. We should be able to compile the project and at least get error messages that indicate where the issue is that the editor dislikes.
Observed Result
...
Script error 9000: SolarisRuntime is provided with a set of new link tasks, but a previous link task did not complete successfully: Unable to import resolve '/path_to_a_prefab_component_C'.
...
VerseBuild: Error: path_to_project_component.verse(...): Script error 9000: SolarisRuntime is provided with a set of new link tasks, but a previous link task did not complete successfully: Unable to assemble '/Engine/Transient.VERSE_DEAD_some_project_component_1'.
...
LogWindows: Error: appError called: Fatal error: [File:Z:\UEVFS\Root\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp] [Line: 305]
Renaming an object (VerseStruct /Engine/Transient.VERSE_DEAD_tuple_L_R_2) on top of an existing object (VerseStruct /Engine/Transient.tuple_L_R) is not allowed
Platform(s)
UEFN
Additional Notes
Crash logs cannot be attached here due to private date protection. Logs were uploaded automatically UECC-Windows-D9470FBB437F2573071AC0BE524D8E09_0001
.