MothCocoon / FlowGraph

Design-agnostic node system for scripting game’s flow in Unreal Engine

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Editor Crash on Flow Node BP copy & paste to another folder in the Content Browser

JimPhoenix opened this issue · comments

1.) Copy a Flow Node Blueprint to another folder in the Content Browser & after copied, just renamed it while a Flow Graph is opened:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038

UE4Editor_FlowEditor!UFlowGraphSchema::GetFlowNodeActions() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Graph\FlowGraphSchema.cpp:215] UE4Editor_FlowEditor!SFlowPalette::CollectAllActions() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Graph\Widgets\SFlowPalette.cpp:184] UE4Editor_FlowEditor!TBaseSPMethodDelegateInstance<0,SFlowPalette,0,void __cdecl(FGraphActionListBuilderBase &),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [G:\Epic Games\UE_4.27\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307] UE4Editor_GraphEditor!SGraphActionMenu::RefreshAllActions() [D:\Build\++UE4\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphActionMenu.cpp:362] UE4Editor_FlowEditor!SFlowPalette::Refresh() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Graph\Widgets\SFlowPalette.cpp:154] UE4Editor_FlowEditor!TBaseSPMethodDelegateInstance<0,SFlowPalette,0,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [G:\Epic Games\UE_4.27\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307] UE4Editor_FlowEditor!UFlowGraphSchema::RefreshNodeList() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Graph\FlowGraphSchema.cpp:379] UE4Editor_FlowEditor!UFlowGraphSchema::AddAsset() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Graph\FlowGraphSchema.cpp:347] UE4Editor_FlowEditor!TBaseStaticDelegateInstance<void __cdecl(FAssetData const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [G:\Epic Games\UE_4.27\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:731] UE4Editor_AssetRegistry!TMulticastDelegate<void __cdecl(FAssetData const &),FDefaultDelegateUserPolicy>::Broadcast() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:955] UE4Editor_AssetRegistry!UAssetRegistryImpl::AddAssetData() [D:\Build\++UE4\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistry.cpp:2658] UE4Editor_AssetRegistry!UAssetRegistryImpl::AssetSearchDataGathered() [D:\Build\++UE4\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistry.cpp:2355] UE4Editor_AssetRegistry!UAssetRegistryImpl::ScanPathsAndFilesSynchronous() [D:\Build\++UE4\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistry.cpp:2244] UE4Editor_AssetRegistry!UAssetRegistryImpl::ScanModifiedAssetFiles() [D:\Build\++UE4\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistry.cpp:3037] UE4Editor_DataValidation!UEditorValidatorSubsystem::ValidateAllSavedPackages() [D:\Build\++UE4\Sync\Engine\Plugins\Editor\DataValidation\Source\DataValidation\Private\EditorValidatorSubsystem.cpp:402] UE4Editor_Engine!FTimerUnifiedDelegate::Execute() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Public\TimerManager.h:51] UE4Editor_Engine!FTimerManager::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\TimerManager.cpp:881] UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1368] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426] UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4922] UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:178] UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] UE4Editor!LaunchWindowsStartup() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273] UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll

2.) If you close all of the Flow Graphs and you copy a Flow Node to another folder then you'll try to open any Flow Graph, this will happen:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038

UE4Editor_FlowEditor!UFlowGraphSchema::GetFlowNodeActions() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Graph\FlowGraphSchema.cpp:215] UE4Editor_FlowEditor!SFlowPalette::CollectAllActions() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Graph\Widgets\SFlowPalette.cpp:184] UE4Editor_FlowEditor!TBaseSPMethodDelegateInstance<0,SFlowPalette,0,void __cdecl(FGraphActionListBuilderBase &),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [G:\Epic Games\UE_4.27\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307] UE4Editor_GraphEditor!SGraphActionMenu::RefreshAllActions() [D:\Build\++UE4\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphActionMenu.cpp:362] UE4Editor_GraphEditor!SGraphActionMenu::Construct() [D:\Build\++UE4\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphActionMenu.cpp:352] UE4Editor_FlowEditor!SFlowPalette::Construct() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Graph\Widgets\SFlowPalette.cpp:106] UE4Editor_FlowEditor!FFlowAssetEditor::CreateWidgets() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Asset\FlowAssetEditor.cpp:309] UE4Editor_FlowEditor!FFlowAssetEditor::InitFlowAssetEditor() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Asset\FlowAssetEditor.cpp:189] UE4Editor_FlowEditor!FFlowEditorModule::CreateFlowAssetEditor() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\FlowEditorModule.cpp:165] UE4Editor_FlowEditor!FAssetTypeActions_FlowAsset::OpenAssetEditor() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Asset\AssetTypeActions_FlowAsset.cpp:35] UE4Editor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAsset() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:363] UE4Editor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAssets_Advanced() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:437] UE4Editor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAssets() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:553] UE4Editor_ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewAssetFileItems() [D:\Build\++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataCore.cpp:298] UE4Editor_ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewItems() [D:\Build\++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataCore.cpp:318] UE4Editor_ContentBrowserAssetDataSource!UContentBrowserAssetDataSource::BulkEditItems() [D:\Build\++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataSource.cpp:1030] UE4Editor_ContentBrowser!SContentBrowser::OnItemsActivated() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SContentBrowser.cpp:2281] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArrayView<FContentBrowserItem const ,int>,enum EAssetTypeActivationMethod::Type),FDefaultDelegateUserPolicy>::Execute() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290] UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:3548] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307] UE4Editor_ContentBrowser!TDelegate<void __cdecl(TSharedPtr<FAssetViewItem,0>),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:599] UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\SListView.h:1074] UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\STableRow.h:461] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_2b5148752c2a272000c47b69ff14a42e> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:378] UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5297] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5284] UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5247] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2209] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2698] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1881] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:905] user32 user32 UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:125] UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4851] UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:178] UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] UE4Editor!LaunchWindowsStartup() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273] UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll

Crash fixed :)