After editing character blueprint of a code based side scroller project, starting PIE will show the camera detached from the character and exiting PIE causes the project to crash.
NOTE:
This appears to be isolated to the Side Scroller template project. Tested third person template and rolling ball template without having the same problem
NOTE 2:
This crash did not occur for a blueprint based Side Scroller project.
Regression:
This is a regression. 4.10.4 Binary does NOT crash after editing BP followed by PIE.
NOTE 3:
This may be related to [Link Removed]
Result:
Ensure when PIE starts up
Editor crashes immediately on leaving PIE
Expected:
PIE starts without ensure and exits and returns to editor controls
Repro Rate:
3/3
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0
EpicAccountId:67b2dfbf573f4ca89257ae6f4e56a46c
Assertion failed: ChildCount > AttachChildren.Num() [Link Removed] [Line: 837]
AttachChildren count increased while detaching 'None', likely caused by OnAttachmentChanged introducing new children, which could lead to an infinite loop.
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_Engine!USceneComponent::OnComponentDestroyed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\scenecomponent.cpp:837]
UE4Editor_Engine!UActorComponent::BeginDestroy() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\actorcomponent.cpp:405]
UE4Editor_CoreUObject!UObject::ConditionalBeginDestroy() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\obj.cpp:662]
UE4Editor_CoreUObject!CollectGarbageInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1298]
UE4Editor_CoreUObject!CollectGarbage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1336]
UE4Editor_UnrealEd!UEditorEngine::EndPlayMap() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\playlevel.cpp:375]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:977]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2643]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
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 | 4.11 |
Target Fix | 4.11.2 |
Created | Apr 4, 2016 |
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Resolved | Apr 7, 2016 |
Updated | Apr 27, 2018 |