The user's project is crashing during PIE on FTickTaskLevel::ScheduleTickFunctionCooldowns().
Source Context: 798 else
799
804 }
805 for ( ; RescheduleIndex < TickFunctionsToReschedule.Num(); ++RescheduleIndex)
806 {
807 FTickFunction* TickFunction = TickFunctionsToReschedule[RescheduleIndex].TickFunction;
808 if (TickFunctionsToReschedule[RescheduleIndex].bDeferredRemove)
809
812 ***** const float CooldownTime = TickFunctionsToReschedule[RescheduleIndex].Cooldown;
813
814 TickFunction->TickState = FTickFunction::ETickState::CoolingDown;
815 TickFunction->RelativeTickCooldown = CooldownTime - CumulativeCooldown;
816
817 TickFunction->Next = nullptr;
818 if (PrevComparisonTickFunction)
819
822 else
823
827 PrevComparisonTickFunction = TickFunction;
1. Open the project found here: [Link Removed]
2. PIE
Result: After some amount of time (it varies each time it crashes from what I've seen during my tests) the editor will crash.
Expected: No crash would occur.
UE4Editor_Engine!FTickTaskLevel::ScheduleTickFunctionCooldowns() ticktaskmanager.cpp:813 UE4Editor_Engine!FTickTaskManager::StartFrame() ticktaskmanager.cpp:1331 UE4Editor_Engine!UWorld::Tick() leveltick.cpp:1184 UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1356 UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:370 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2644 UE4Editor!GuardedMain() launch.cpp:142 UE4Editor!GuardedMainWrapper() launchwindows.cpp:126 UE4Editor!WinMain() launchwindows.cpp:200 UE4Editor!__scrt_common_main_seh() exe_common.inl:264 kernel32!<Unknown> ntdll!<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 | 4.11 |
Target Fix | 4.12 |
Created | Apr 20, 2016 |
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Resolved | Apr 25, 2016 |
Updated | Apr 27, 2018 |