"World" does not exist when the editor launches, you need to check World before accessing it.
[Link Removed]
In XCode, place a call to spawn a custom Actor in the game mode constructor instead of BeginPlay.
This apparently causes the editor
to get into an endless crash loop unless the Build, Binaries and Intermediate directories are deleted.
In XCode, place a call to spawn a custom Actor in the game mode constructor instead of BeginPlay.
UE4Editor-BirdGame-2008.dylib!TMulticastScriptDelegate<FWeakObjectPtr>::AddInternal() UE4Editor-BirdGame-2008.dylib!void TBaseDynamicMulticastDelegate<FWeakObjectPtr, void, AActor*, UPrimitiveComponent*, int, bool, FHitResult const&>::__Internal_AddDynamic<ABirdGameCharacter>() UE4Editor-Engine.dylib!AWorldSettings::NotifyBeginPlay() UE4Editor-Engine.dylib!AGameMode::HandleMatchHasStarted() UE4Editor-Engine.dylib!AGameMode::SetMatchState() UE4Editor-Engine.dylib!UWorld::BeginPlay() UE4Editor-Engine.dylib!UGameInstance::StartPIEGameInstance() UE4Editor-UnrealEd.dylib!UEditorEngine::CreatePIEGameInstance() UE4Editor-UnrealEd.dylib!UEditorEngine::PlayInEditor() UE4Editor-UnrealEd.dylib!UEditorEngine::StartQueuedPlayMapRequest() UE4Editor-UnrealEd.dylib!UEditorEngine::Tick() UE4Editor-UnrealEd.dylib!UUnrealEdEngine::Tick() UE4Editor!FEngineLoop::Tick() UE4Editor!GuardedMain() UE4Editor!<Unknown> UE4Editor-Core.dylib!<Unknown> Foundation!Unknown() libsystem_pthread.dylib!<Unknown> libsystem_pthread.dylib!<Unknown> libsystem_pthread.dylib!<Unknown>
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 | 4.10 |
Created | Mar 1, 2016 |
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Resolved | Mar 7, 2016 |
Updated | Jul 14, 2021 |