It looks like this is some fallout from CL 19405683. If we change a variable from vector to transform, it'll pass this check:
if(Tag.StructName == NAME_Transform) { Struct->SerializeTaggedProperties(Slot, (uint8*)DestAddress, Struct, nullptr); return EConvertFromTypeResult::Converted; } return EConvertFromTypeResult::UseSerializeItem;
We shouldn't use "UseSerializeItem". We'll serialize the vector data as a transform, which leads to incorrect data and a subsequent crash, since we slurped up the binary stream incorrectly.
A sample project has also been provided.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-168261 in the post.
1 |
Component | UE - Gameplay - LWC |
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Affects Versions | 5.1 |
Target Fix | 5.6 |
Created | Oct 25, 2022 |
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Updated | Oct 1, 2024 |