Summary
bluecode_apply can crash Unreal Editor while adding a Blueprint callable node from a UMG widget event. In this case the editor crashed inside UUmgBlueprintFunctionSubsystem::AddNode() with an access violation writing to 0x50.
Environment
- Project: LiteRTDemo
- Unreal Engine: 5.8
- UMG MCP target asset:
/Game/AIWerewolf/WBP_AIWerewolfGame
- Active event graph target:
StartGameButton.OnClicked
- MCP bridge port:
127.0.0.1:55557
Reproduction
- Open a project using the UmgMcp plugin in UE 5.8.
- Set the active UMG target to
/Game/AIWerewolf/WBP_AIWerewolfGame.
- Bind/focus a button event with
bluecode_set_function("StartGameButton.OnClicked").
- Search a Blueprint class function node successfully: query
StartNewGame or Start New Game returns Start New Game, category |Class|BP AIWerewolf Director, node class K2Node_CallFunction.
- Apply this bluecode with the returned action handle:
main()
node("Start New Game")
Action handle used:
{"Start New Game":"bpact:5a885551b5f9da989c22124d1c396ef0"}
Crash
Unreal Editor crashed with:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000050
UnrealEditor_UmgMcp!UUmgBlueprintFunctionSubsystem::AddNode() [D:\UE5Project\LiteRTDemo\Source\UmgMcp\Private\Blueprint\UmgBlueprintFunctionSubsystem.cpp:3867]
UnrealEditor_UmgMcp!UUmgBlueprintFunctionSubsystem::ApplyBluecode() [D:\UE5Project\LiteRTDemo\Source\UmgMcp\Private\Blueprint\UmgBlueprintFunctionSubsystem.cpp:6017]
UnrealEditor_UmgMcp!UUmgBlueprintFunctionSubsystem::ExecuteGraphAction() [D:\UE5Project\LiteRTDemo\Source\UmgMcp\Private\Blueprint\UmgBlueprintFunctionSubsystem.cpp:2899]
UnrealEditor_UmgMcp!UUmgBlueprintFunctionSubsystem::HandleBlueprintGraphAction() [D:\UE5Project\LiteRTDemo\Source\UmgMcp\Private\Blueprint\UmgBlueprintFunctionSubsystem.cpp:2746]
UnrealEditor_UmgMcp!UUmgMcpBridge::InternalExecuteCommand() [D:\UE5Project\LiteRTDemo\Source\UmgMcp\Private\Bridge\UmgMcpBridge.cpp:651]
UnrealEditor_UmgMcp!UUmgMcpBridge::ProcessNextQueuedCommand() [D:\UE5Project\LiteRTDemo\Source\UmgMcp\Private\Bridge\UmgMcpBridge.cpp:326]
UnrealEditor_Core
UnrealEditor_Core
Expected behavior
bluecode_apply should either create the call node, or return a structured failure if the selected function cannot be created without a Target/self pin context. It should not crash the editor.
Notes
Adjacent operations that were successful in the same asset before the crash:
create_widget and set_widget_properties
- adding member variables with
bluecode_apply_variables
- creating and wiring
Download Gemma 4 E2B LiteRT-LM Model async action node
- creating variable set nodes for simple assignments
This may be related to missing/null Target pin or class context handling in AddNode() for non-static Blueprint class functions created from a UMG widget event graph.
Summary
bluecode_applycan crash Unreal Editor while adding a Blueprint callable node from a UMG widget event. In this case the editor crashed insideUUmgBlueprintFunctionSubsystem::AddNode()with an access violation writing to0x50.Environment
/Game/AIWerewolf/WBP_AIWerewolfGameStartGameButton.OnClicked127.0.0.1:55557Reproduction
/Game/AIWerewolf/WBP_AIWerewolfGame.bluecode_set_function("StartGameButton.OnClicked").StartNewGameorStart New GamereturnsStart New Game, category|Class|BP AIWerewolf Director, node classK2Node_CallFunction.Action handle used:
{"Start New Game":"bpact:5a885551b5f9da989c22124d1c396ef0"}Crash
Unreal Editor crashed with:
Expected behavior
bluecode_applyshould either create the call node, or return a structured failure if the selected function cannot be created without a Target/self pin context. It should not crash the editor.Notes
Adjacent operations that were successful in the same asset before the crash:
create_widgetandset_widget_propertiesbluecode_apply_variablesDownload Gemma 4 E2B LiteRT-LM Modelasync action nodeThis may be related to missing/null Target pin or class context handling in
AddNode()for non-static Blueprint class functions created from a UMG widget event graph.