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When the level is locked, CanSelectElement evaluates to true, causing Unreal Engine to crash in the following two scenarios: 1. After locking the level, the user clicks on an ISM 2. After locking the level, the user drags the remaining gizmo on an ISM The cause: 1. FSMInstanceElementLevelEditorSelectionCustomization::CanSelectElement evaluates to true because GEdSelectionLock seems always be false 2. DeselectAllActors in SetLocked does not recursively deselect the ISM components The fix: 1. Determine whether the owner level is lockedin FSMInstanceElementLevelEditorSelectionCustomization::CanSelectElement 2. Use the typed element selection APIs to clear the current level's selection #jira UE-181821 #rb [CL 26000790 by han chu in ue5-main branch]