Changing class code causes class instance placed in the viewport to produce the warning message shown below upon hot reload. Also reported that callstack occurs but does not crash the editor. The warning message has been reproduced internally with steps listed, callstack has not occurred internally.
REGRESSION:
Yes, this warning message does not appear in 4.12.5 after hot reload.
Working CL: 3039270
Broken CL: 3136830
*Editor Warning Message*
LogUObjectGlobals:Warning: Guid referenced by StaticMeshComponent /Game/Test.Test:PersistentLevel.MyActor_1.staticMesh is already used by StaticMeshComponent /Game/Test.Test:PersistentLevel.MyActor_2.staticMesh, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE
UPROPERTY(Category = Rendering, VisibleDefaultsOnly, BlueprintReadOnly) class UStaticMeshComponent* StaticMesh; UPROPERTY(EditAnywhere) int asd = 3;
StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("staticMesh")); RootComponent = StaticMesh; static ConstructorHelpers::FObjectFinder<UStaticMesh> assetMesh( TEXT("StaticMesh'/Engine/BasicShapes/Cube.Cube'")); if (assetMesh.Succeeded()) { StaticMesh->SetStaticMesh(assetMesh.Object); }
Result:
Warning printed in description appears in the output log after hot reload completes
LogHotReload: New module detected: UE4Editor-SimpleCar1-3314.dll LogHotReload: Starting Hot-Reload from IDE LogHotReload: Re-instancing TriggerShape after hot-reload. LogStats: FPlatformStackWalk::StackWalkAndDump - 3.064 s LogOutputDevice:Error: === Handled ensure: === LogOutputDevice:Error: Ensure condition failed: bArchetypeReinstanced [File:F:\WORK\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetReinstanceUtilities.cpp] [Line: 1556] LogOutputDevice:Error: Reinstancing non-actor (/Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian10.CapsuleTrigger); failed to resolve archetype object - property values may be lost. LogOutputDevice:Error: Stack: LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [f:\work\unrealengine\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:183] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [f:\work\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:297] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [f:\work\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:432] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [f:\work\unrealengine\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1556] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::ReplaceInstancesOfClass() [f:\work\unrealengine\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1305] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::ReinstanceInner() [f:\work\unrealengine\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:599] LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::ReinstanceObjects() [f:\work\unrealengine\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:761] LogOutputDevice:Error: UE4Editor-HotReload.dll!FHotReloadModule::ReinstanceClass() [f:\work\unrealengine\engine\source\developer\hotreload\private\hotreload.cpp:1232] LogOutputDevice:Error: UE4Editor-HotReload.dll!FHotReloadModule::ReinstanceClasses() [f:\work\unrealengine\engine\source\developer\hotreload\private\hotreload.cpp:1219] LogOutputDevice:Error: UE4Editor-HotReload.dll!TBaseRawMethodDelegateInstance<0,FHotReloadModule,void __cdecl(void)>::ExecuteIfSafe() [f:\work\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:638] LogOutputDevice:Error: UE4Editor-CoreUObject.dll!UClassReplaceHotReloadClasses() [f:\work\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:688] LogOutputDevice:Error: UE4Editor-CoreUObject.dll!ProcessNewlyLoadedUObjects() [f:\work\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:835] LogOutputDevice:Error: UE4Editor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [f:\work\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1017] LogOutputDevice:Error: UE4Editor-Core.dll!TBaseMulticastDelegate<void>::Broadcast() [f:\work\unrealengine\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:921] LogOutputDevice:Error: UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [f:\work\unrealengine\engine\source\runtime\core\private\modules\modulemanager.cpp:461] LogOutputDevice:Error: UE4Editor-Core.dll!FModuleManager::LoadModule() [f:\work\unrealengine\engine\source\runtime\core\private\modules\modulemanager.cpp:322] LogOutputDevice:Error: UE4Editor-HotReload.dll!FHotReloadModule::DoHotReloadInternal() [f:\work\unrealengine\engine\source\developer\hotreload\private\hotreload.cpp:828] LogOutputDevice:Error: UE4Editor-HotReload.dll!FHotReloadModule::DoHotReloadFromIDE() [f:\work\unrealengine\engine\source\developer\hotreload\private\hotreload.cpp:1453] LogOutputDevice:Error: UE4Editor-HotReload.dll!FHotReloadModule::Tick() [f:\work\unrealengine\engine\source\developer\hotreload\private\hotreload.cpp:1386] LogOutputDevice:Error: UE4Editor-Core.dll!FTicker::Tick() [f:\work\unrealengine\engine\source\runtime\core\private\containers\ticker.cpp:79] LogOutputDevice:Error: UE4Editor.exe!FEngineLoop::Tick() [f:\work\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2938] LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [f:\work\unrealengine\engine\source\runtime\launch\private\launch.cpp:156] LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [f:\work\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] LogOutputDevice:Error: UE4Editor.exe!WinMain() [f:\work\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] LogOutputDevice:Error: KERNEL32.DLL LogOutputDevice:Error: ntdll.dll LogOutputDevice:Error: ntdll.dll LogStats: SubmitErrorReport - 0.000 s LogStats: SendNewReport - 0.422 s LogStats: FDebug::EnsureFailed - 3.489 s LogUObjectGlobals:Warning: Guid referenced by TriggerShape /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian16.CapsuleTrigger is already used by TriggerShape /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian16.TriggerShape_6, which should never happen in the editor but could happen at runtime with duplicate lev el loading or PIE LogUObjectGlobals:Warning: Guid referenced by TriggerShape /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian20.CapsuleTrigger is already used by TriggerShape /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian20.TriggerShape_11, which should never happen in the editor but could happen at runtime with duplicate le vel loading or PIE LogHotReload: Re-instancing Pedestrian after hot-reload. LogUObjectGlobals:Warning: Guid referenced by ArrowComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian16.arrow is already used by ArrowComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian_7.arrow, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE LogUObjectGlobals:Warning: Guid referenced by SkeletalMeshComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian16.SkelMesh is already used by SkeletalMeshComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian_7.SkelMesh, which should never happen in the editor but could happen at runtime with duplica te level loading or PIE LogUObjectGlobals:Warning: Guid referenced by PedestrianMovementComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian16.PedestrianMovementComp is already used by PedestrianMovementComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian_7.PedestrianMovementComp, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE LogUObjectGlobals:Warning: Guid referenced by ArrowComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian20.arrow is already used by ArrowComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian_12.arrow, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE LogUObjectGlobals:Warning: Guid referenced by SkeletalMeshComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian20.SkelMesh is already used by SkeletalMeshComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian_12.SkelMesh, which should never happen in the editor but could happen at runtime with duplic ate level loading or PIE LogUObjectGlobals:Warning: Guid referenced by PedestrianMovementComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian20.PedestrianMovementComp is already used by PedestrianMovementComponent /Game/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.Pedestrian_12.PedestrianMovementComp, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE LogContentBrowser: Native class hierarchy updated for 'SimpleCar1' in 0.0015 seconds. Added 12 classes and 3 folders. Display: HotReload successful (2 functions remapped 0 scriptstructs remapped) LogContentBrowser: Native class hierarchy populated in 0.0096 seconds. Added 2168 classes and 436 folders. Display: HotReload took 4.8s.
Head over to the existing Questions & Answers thread and let us know what's up.
46 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.13 |
Created | Sep 12, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |