The crash can be worked around by modifying FFoliageISMActor::Serialize as following code :
void FFoliageISMActor::Serialize(FArchive& Ar) { #if WITH_EDITORONLY_DATA if (!Ar.IsCooking()) // add this if statement { Ar << Guid; ClientHandle.Serialize(Ar); Ar << ISMDefinition; Ar << ActorClass; } #endif }
The packaged game crushes with following error message :
ObjectSerializationError: /Game/P_ISMActorFoliage (0x560D969E43985BE3) /Game/P_ISMActorFoliage (0x560D969E43985BE3) - InstancedFoliageActor /Game/P_ISMActorFoliage.P_ISMActorFoliage:PersistentLevel.InstancedFoliageActor_0: Bad import index 373652847/67.
LogWindows: Error: [Callstack] 0x00007ff63ed2f202 UnrealGame.exe!FExportArchive::HandleBadImportIndex() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:1709]
LogWindows: Error: [Callstack] 0x00007ff63ed1652b UnrealGame.exe!FExportArchive::operator<<() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:1758]
LogWindows: Error: [Callstack] 0x00007ff63ed02d40 UnrealGame.exe!FArchiveUObject::SerializeObjectPtr() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\CoreUObject\Private\Serialization\ArchiveUObject.cpp:90]
LogWindows: Error: [Callstack] 0x00007ff6429a3961 UnrealGame.exe!operator<<<TSetElement<TTuple<TObjectPtr<UFoliageType>,TUniqueObj<FFoliageInfo> > >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\Core\Public\Containers\SparseArray.h:1496]
LogWindows: Error: [Callstack] 0x00007ff6429a9bac UnrealGame.exe!TSetPrivateFriend::Serialize<TTuple<TObjectPtr<UFoliageType>,TUniqueObj<FFoliageInfo> >,TDefaultMapHashableKeyFuncs<TObjectPtr<UFoliageType>,TUniqueObj<FFoliageInfo>,0>,FDefaultSetAllocator>() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\Core\Public\Containers\Set.h:2201]
LogWindows: Error: [Callstack] 0x00007ff6429c279c UnrealGame.exe!AInstancedFoliageActor::Serialize() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\Foliage\Private\InstancedFoliage.cpp:4390]
LogWindows: Error: [Callstack] 0x00007ff63ed24096 UnrealGame.exe!FAsyncPackage2::EventDrivenSerializeExport() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:6370]
LogWindows: Error: [Callstack] 0x00007ff63ed26d82 UnrealGame.exe!FAsyncPackage2::Event_ProcessExportBundle() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5796]
LogWindows: Error: [Callstack] 0x00007ff63ed27a5d UnrealGame.exe!FEventLoadNode2::Execute() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:4312]
LogWindows: Error: [Callstack] 0x00007ff63ed2805b UnrealGame.exe!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:4500]
LogWindows: Error: [Callstack] 0x00007ff63ed41f06 UnrealGame.exe!FAsyncLoadingThread2::Run() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:7662]
LogWindows: Error: [Callstack] 0x00007ff63e9c4132 UnrealGame.exe!FRunnableThreadWin::Run() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
LogWindows: Error: [Callstack] 0x00007ff63e9b7f47 UnrealGame.exe!FRunnableThreadWin::GuardedRun() [D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
LogWindows: Error: [Callstack] 0x00007ff849b77344 KERNEL32.DLL!UnknownFunction []
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201182 in the post.
2 |
Component | UE - World Creation - Worldbuilding Tools |
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Affects Versions | 5.3 |
Target Fix | 5.6 |
Created | Nov 24, 2023 |
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Updated | Oct 11, 2024 |