By design as the game itself crashes instead of the editor (tested by running in standalone), FObjectFinder shouldn't be used outside of the Constructor
If FObjectFinder is used in a function other than the constructor, which should not be done, it causes a crash.
1. Create a new project, C++ based off the Third Person template
2. Create a new C++ class
3. In the .cpp file, below Super::BeginPlay(); (line 18) enter the following code:
static ConstructorHelpers::FObjectFinder<UStaticMesh> GameObjectLookupDataTable_BP(TEXT("DataTable'/Game/ThirdPerson/GameObjectLookupTable.GameObjectLookupTable'"));
4. Compile the project (ctrl+shift+b)
5. Return to the editor and create a new blueprint based off your C++ class
6. Place an instance of the new blueprint in the scene
7. Hit play
8. Notice that the editor locks up and crashes
MachineId:CBED442E4F2EE6B2A9D9BC8E57AE98C0
EpicAccountId:fb97c75d3c2041ad93ce1ee90d0703d7
Unknown exception - code 00000001 (first/second chance not available)
"Fatal error: [File[Image Removed]:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjec
KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:360]
UE4Editor_CoreUObject!ConstructorHelpers::CheckIfIsInConstructor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2552]
UE4Editor_MyProject2
UE4Editor_MyProject2
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\worldsettings.cpp:124]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\gamemode.cpp:611]
UE4Editor_Engine!AGameMode::SetMatchState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\gamemode.cpp:730]
UE4Editor_Engine!AGameMode::StartMatch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\gamemode.cpp:588]
UE4Editor_Engine!UWorld::BeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\world.cpp:3041]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\gameinstance.cpp:269]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:2919]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:2266]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:983]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1236]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2355]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:295]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Installer 4.10 failed with error code R-1603
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Foundation - Core |
---|---|
Affects Versions | 4.8 |
Target Fix | 4.8 |
Created | May 19, 2015 |
---|---|
Resolved | May 21, 2015 |
Updated | Feb 5, 2017 |