Setting a material in a BP construction script after setting a DM will result in a crash. This will render the BP inaccessible once the project reloads. Opening the BP will result in an instant crash.
[Link Removed]
1. Open UE4
2. Create a DM from a static mesh (no need to fracture or anything more)
3. Add this DM to a Blueprint
4. In the construction script use a Set Destructible Mesh node and a Set Material Node (no mesh or material assignment necessary, see attached image)
5. Hit the compile BP button
Results: Once the BP is compiled the editor will crash. Attempting to open the BP once the project restarts will immediately result in a crash. The BP is now unusable.
Expected: The Blueprint will compile and not crash
MachineId:621DFBAB44A9B51A4245D5A61065407D
EpicAccountId:7c6293d6bf1940c0bc89e1494c5ba9d7
Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_Engine!UDestructibleComponent::SetMaterial() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\components\destructiblecomponent.cpp:1436]
UE4Editor_Engine!UPrimitiveComponent::execSetMaterial() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\classes\components\primitivecomponent.h:117]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:4205]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:463]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1640]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1555]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:676]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:4205]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1026]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actor.cpp:520]
UE4Editor_Engine!AActor::ProcessUserConstructionScript() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actorconstruction.cpp:520]
UE4Editor_Engine!AActor::ExecuteConstruction() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actorconstruction.cpp:468]
UE4Editor_UnrealEd!FActorReplacementHelper::Finalize() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:751]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1157]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceInner() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:474]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:563]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:780]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:3018]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:296]
UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:225]
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator()() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4221]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:212]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4224]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4184]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:1406]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:1711]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\launchengineloop.cpp:2337]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Simulation - Physics - Destruction |
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Affects Versions | 4.7, 4.8, 4.9 |
Target Fix | 4.9 |
Fix Commit | 2593202 |
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Created | Jun 3, 2015 |
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Resolved | Jun 19, 2015 |
Updated | Apr 27, 2018 |