Trying to access a Game Instance in a Blueprint's Construction Script results in a crash in 4.8 and 4.9. No crash occurred in 4.7.6 with the same Blueprint.
This crash only seems to happen if the variables created in the repro steps are of type Random Stream. Using Integer variables did not produce a crash.
RESULT:
The Editor crashes.
EXPECTED:
The Editor continues running, and perhaps displays a warning/error that Game Instance is not available when the Construction Script is being run.
[Link Removed]
MachineId:926CC4CD4DE75FA30341E2895D619D6E
EpicAccountId:2c96fbce8ce344c99520cc9b8922f191
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: !TTraits::WithZeroConstructor [Link Removed] [Line: 869]
UE4Editor_Core!FDebug::AssertFailed() [d:\main-builds\ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_CoreUObject!UScriptStruct::TCppStructOps<FRandomStream>::Construct() [d:\main-builds\ue4\engine\source\runtime\coreuobject\public\uobject\class.h:872]
UE4Editor_CoreUObject!UScriptStruct::ClearScriptStruct() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:2334]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1651]
UE4Editor_CoreUObject!UObject::execLet() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1417]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:4166]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\main-builds\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1050]
UE4Editor_Engine!AActor::ProcessEvent() [d:\main-builds\ue4\engine\source\runtime\engine\private\actor.cpp:520]
UE4Editor_Engine!AActor::ProcessUserConstructionScript() [d:\main-builds\ue4\engine\source\runtime\engine\private\actorconstruction.cpp:520]
UE4Editor_Engine!AActor::ExecuteConstruction() [d:\main-builds\ue4\engine\source\runtime\engine\private\actorconstruction.cpp:468]
UE4Editor_Engine!AActor::FinishSpawning() [d:\main-builds\ue4\engine\source\runtime\engine\private\actor.cpp:2453]
UE4Editor_Engine!AActor::PostSpawnInitialize() [d:\main-builds\ue4\engine\source\runtime\engine\private\actor.cpp:2444]
UE4Editor_Engine!UWorld::SpawnActor() [d:\main-builds\ue4\engine\source\runtime\engine\private\levelactor.cpp:354]
UE4Editor_Kismet!FBlueprintEditor::UpdatePreviewActor() [d:\main-builds\ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:7352]
UE4Editor_Kismet!FBlueprintEditor::Tick() [d:\main-builds\ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:6331]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\main-builds\ue4\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\main-builds\ue4\engine\source\editor\unrealed\private\editorengine.cpp:1115]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\main-builds\ue4\engine\source\editor\unrealed\private\unrealedengine.cpp:364]
UE4Editor!FEngineLoop::Tick() [d:\main-builds\ue4\engine\source\runtime\launch\private\launchengineloop.cpp:2379]
UE4Editor!GuardedMain() [d:\main-builds\ue4\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\main-builds\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\main-builds\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 - Gameplay - Blueprint |
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Affects Versions | 4.8, 4.9 |
Target Fix | 4.9 |
Fix Commit | 2600299 |
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Created | Jun 23, 2015 |
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Resolved | Jun 25, 2015 |
Updated | Apr 27, 2018 |