If a skeletal mesh component is has SetTickableWhenPaused set to true then the editor will crash when the game is paused. This happens when set in blueprint or code.
1. Open UE4Editor (third person project)
2. Add blueprint based on actor (MyActorBP)
3. add skeletal mesh component to MyActorBP
4. In event graph, add Event BeginPlay and wire into Set Tickable When Paused (set to true)
5. Add Event for KeyPress (P) and wire into Set Game Paused node (set to true)
6. Set Auto Receive Input to Player0
7. Add instance of BP to level
8. PIE and press "P"
Result:
Editor crashes immediately
Expected:
Skeletal mesh continues ticking when the game is paused.
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0 EpicAccountId:c807849e05a0413d99e379f2802cae9c Access violation - code c0000005 (first/second chance not available) "" UE4Editor_Engine!operator new<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,FDefaultAllocator> >() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\core\public\containers\array.h:2656] UE4Editor_Engine!FGraphEvent::DontCompleteUntil() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\core\public\async\taskgraphinterfaces.h:387] UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1104] UE4Editor_Engine!USkinnedMeshComponent::TickComponent() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\engine\private\components\skinnedmeshcomponent.cpp:459] UE4Editor_Engine!USkeletalMeshComponent::TickComponent() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:618] UE4Editor_Engine!UActorComponent::ConditionalTickComponent() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\engine\private\components\actorcomponent.cpp:1108] UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\engine\private\components\actorcomponent.cpp:656] UE4Editor_Engine!FTickTaskLevel::RunPauseFrame() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\engine\private\ticktaskmanager.cpp:432] UE4Editor_Engine!FTickTaskManager::RunPauseFrame() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\engine\private\ticktaskmanager.cpp:627] UE4Editor_Engine!UWorld::Tick() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\engine\private\leveltick.cpp:1202] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\builds\github\unrealengine-4.8.2-release\engine\source\editor\unrealed\private\editorengine.cpp:1339] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\builds\github\unrealengine-4.8.2-release\engine\source\editor\unrealed\private\unrealedengine.cpp:366] UE4Editor!FEngineLoop::Tick() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\launch\private\launchengineloop.cpp:2359] UE4Editor!GuardedMain() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\builds\github\unrealengine-4.8.2-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.8.3 |
Target Fix | 4.9 |
Created | Jul 31, 2015 |
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Resolved | Aug 4, 2015 |
Updated | Apr 27, 2018 |