This is a continuation of [Link Removed].
The previous ticket changed an Assertion to an Ensure in order to stop a crash from occurring, and stated that a more complete fix would be coming in 4.10. In 4.10, the same Ensure is still being hit by users. All of the users appear to be using the AttachRootComponentToActor function/BP node over a network when the Ensure is triggered.
In the attached project, the level Blueprint calls a BlueprintCallable function in code at the start of the game. The code function calls AttachRootComponentToActor.
A separate sample project that is Blueprint only is also available, though it is a bit larger in size.
Another project demonstrating this issue can be found here: [Link Removed]
To see the ensure in this project, start PIE with 2 or more players (should be set to 3 by default). When the clients have opened, press 2 in one of the clients. Note that this project throws a different assertion when trying to open it in 4.11.
A third project demonstrating this issue can be found here: [Link Removed]
In this project, start PIE with 2 or more players (should be set to 3 by default). With one of the clients, turn around and move to the items on the ground. Move to a pair of pants on the floor and hold Q or E to open the interaction menu. Move the mouse slightly to the left to select the option to equip the pants. Move to one of the apples on the ground and hold Q or E to open the interaction menu. Move the mouse down slightly to put the apple into your inventory. The ensure will trigger in 4.10.1, but does not trigger in 4.11.
RESULT:
The game and Editor freeze for 1-4 seconds as the callstack for the Ensure is generated.
EXPECTED:
No Ensure is triggered.
Ensure condition failed: !bRegistered || AttachParent->AttachChildren.Contains(this) [Link Removed] [Line: 1397]
Attempt to detach SceneComponent 'StaticMeshComponent0' owned by 'ActorToAttach_C_1' from AttachParent 'StaticMeshComponent0' while not attached.
Stack:
UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:175]
UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\core\private\misc\outputdevice.cpp:276]
UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\core\private\misc\outputdevice.cpp:385]
UE4Editor-Engine.dll!USceneComponent::DetachFromParent() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\components\scenecomponent.cpp:1397]
UE4Editor-Engine.dll!USceneComponent::AttachTo() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\components\scenecomponent.cpp:1232]
UE4Editor-Engine.dll!AActor::OnRep_AttachmentReplication() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\actor.cpp:1336]
UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\coreuobject\private\uobject\class.cpp:4198]
UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1046]
UE4Editor-Engine.dll!AActor::ProcessEvent() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\actor.cpp:580]
UE4Editor-Engine.dll!FRepLayout::CallRepNotifies() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\replayout.cpp:1550]
UE4Editor-Engine.dll!FObjectReplicator::CallRepNotifies() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\datareplication.cpp:1150]
UE4Editor-Engine.dll!FObjectReplicator::PostReceivedBunch() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\datareplication.cpp:765]
UE4Editor-Engine.dll!UActorChannel::ProcessBunch() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\datachannel.cpp:2028]
UE4Editor-Engine.dll!UActorChannel::ReceivedBunch() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\datachannel.cpp:1897]
UE4Editor-Engine.dll!UChannel::ReceivedSequencedBunch() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\datachannel.cpp:270]
UE4Editor-Engine.dll!UChannel::ReceivedNextBunch() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\datachannel.cpp:614]
UE4Editor-Engine.dll!UChannel::ReceivedRawBunch() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\datachannel.cpp:354]
UE4Editor-Engine.dll!UNetConnection::ReceivedPacket() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\netconnection.cpp:1044]
UE4Editor-Engine.dll!UNetConnection::ReceivedRawPacket() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\netconnection.cpp:495]
UE4Editor-OnlineSubsystemUtils.dll!UIpNetDriver::TickDispatch() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:174]
UE4Editor-Engine.dll!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:772]
UE4Editor-Engine.dll!TBaseMulticastDelegate<void,float>::Broadcast() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:809]
UE4Editor-Engine.dll!UWorld::Tick() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\engine\private\leveltick.cpp:1062]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\source\unrealengine-4.10.1-release\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\source\unrealengine-4.10.1-release\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor.exe!FEngineLoop::Tick() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor.exe!GuardedMain() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() [d:\source\unrealengine-4.10.1-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32.dll
ntdll.dll
ntdll.dll
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
How can i modify the param name in EQS node
An error occurred while trying to generate project files !?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.10.1 |
Target Fix | 4.11 |
Created | Jan 11, 2016 |
---|---|
Resolved | Jan 25, 2016 |
Updated | Apr 27, 2018 |