Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints.
Frequency: 5/5
Notes If nativize blueprints is turned off, the packaged project works as expected.
[Link Removed]
Results
Packaged project crashes
Expected
Project remains open and runs function Play Wrappers Sound
MachineId:409D523543AE785961A2788C698A2F90
EpicAccountId:1558531203f84e81b70959b8a59badef
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 804]
Array index out of bounds: 0 from an array of size 0
NativizeCrash!FDebug::AssertFailed()
NativizeCrash!UBP_GlobalWrappers_C_pf3688439234::bpfPlayWrappersSound_pf() [c:\users\adam.davis\desktop\nativizecrash\intermediate\windowsnoeditor\nativizedassets\source\nativizedassets\private\bp_globalwrappers__pf3688439234.cpp:302]
NativizeCrash!ABP_Test_C_pf3688439234::execbpfExecuteUbergraph_BP_Test_pf_0() [c:\users\adam.davis\desktop\nativizecrash\intermediate\windowsnoeditor\nativizedassets\source\nativizedassets\public\bp_test__pf3688439234.h:10]
NativizeCrash!UFunction::Invoke()
NativizeCrash!UObject::ProcessEvent()
NativizeCrash!AActor::ProcessEvent()
NativizeCrash!FLatentActionManager::TickLatentActionForObject()
NativizeCrash!FLatentActionManager::ProcessLatentActions()
NativizeCrash!UWorld::Tick()
NativizeCrash!UGameEngine::Tick()
NativizeCrash!FEngineLoop::Tick()
NativizeCrash!GuardedMain()
NativizeCrash!GuardedMainWrapper()
NativizeCrash!WinMain()
NativizeCrash!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35110 in the post.
1 |
Component | UE - Gameplay - Blueprint Runtime |
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Affects Versions | 4.12.5, 4.13 |
Target Fix | 4.14 |
Fix Commit | 3124405 |
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Main Commit | 3131171 |
Created | Aug 23, 2016 |
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Resolved | Sep 14, 2016 |
Updated | Apr 27, 2018 |