A crash occurs after dragging an 'Empty Character' actor into the viewport and attempting to add the 'PuzzlePlayerController' as a component by dragging it into the components list via the 'Details' tab.
I found the way around this crash is to simply use the 'Add/Edit Script' button within the details tab which converts the actors into a blueprint. Compiling the blueprint after doing so avoids the crash.
The video link below provides accurate reproducible steps.
[Link Removed]
[Link Removed]
1. Create new blank BP Puzzle Project
2. Drag the 'Empty Character' actor from the 'Modes' tab into the active viewport.
3. Drag the 'PuzzlePlayerController' from the content browser to the components list within the details tab of the 'Empy Character'
4. Press PIE.
Outcome: Crash occurs after pressing play.
Expected: User is required to create into blueprint and compile before playing, or receives warning the actor will not accept component or compile correctly.
UE4Editor_Engine!UActorComponent::InitializeComponent() actorcomponent.cpp:558
UE4Editor_Engine!AActor::InitializeComponents() actor.cpp:3364
UE4Editor_Engine!AActor::PostActorConstruction() actor.cpp:2351
UE4Editor_Engine!AActor::PostSpawnInitialize() actor.cpp:2318
UE4Editor_Engine!UWorld::SpawnActor() levelactor.cpp:336
UE4Editor_GameplayDebugger!FGameplayDebugger::CreateGameplayDebuggerForPlayerController() gameplaydebugger.cpp:296
UE4Editor_GameplayDebugger!AGameplayDebuggingReplicator::TickActor() gameplaydebuggingreplicator.cpp:421
UE4Editor_Engine!FActorTickFunction::ExecuteTick() actor.cpp:119
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() ticktaskmanager.cpp:322
UE4Editor_Engine!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() taskgraphinterfaces.h:671
UE4Editor_Core!FTaskThread::ProcessTasks() taskgraph.cpp:428
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:271
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() taskgraph.cpp:984
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() taskgraphinterfaces.h:188
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() ticktaskmanager.cpp:187
UE4Editor_Engine!FTickTaskManager::RunTickGroup() ticktaskmanager.cpp:722
UE4Editor_Engine!UWorld::RunTickGroup() leveltick.cpp:696
UE4Editor_Engine!UWorld::Tick() leveltick.cpp:1114
UE4Editor_UnrealEd!UEditorEngine::Tick() editor.cpp:1329
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:347
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2257
UE4Editor!GuardedMain() launch.cpp:142
UE4Editor!GuardedMainWrapper() launchwindows.cpp:126
UE4Editor!WinMain() launchwindows.cpp:202
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I can't open my map from the editor.
Head over to the existing Questions & Answers thread and let us know what's up.