When using a blueprint with a destructible component, you can call the SetCollisionResponseToChannel node of that component in the construction script. As a result the engine will crash when attempting to compile.
Worked in Binary 4.13.2 CL 3172292
Broken in Binary 4.14 CL 3195953
RESULT
The engine crashes
EXPECTED
No Crash
REGRESSION?
Yes
[Link Removed]
UE4Editor_Engine!UDestructibleComponent::SetCollisionResponseToChannel() destructiblecomponent.cpp:1229 UE4Editor_Engine!UPrimitiveComponent::execSetCollisionResponseToChannel() primitivecomponent.h:108 UE4Editor_CoreUObject!UFunction::Invoke() class.cpp:4471 UE4Editor_CoreUObject!UObject::CallFunction() scriptcore.cpp:700 UE4Editor_CoreUObject!UObject::execVirtualFunction() scriptcore.cpp:2245 UE4Editor_CoreUObject!UObject::ProcessContextOpcode() scriptcore.cpp:2139 UE4Editor_CoreUObject!UObject::ProcessInternal() scriptcore.cpp:925 UE4Editor_CoreUObject!UFunction::Invoke() class.cpp:4471 UE4Editor_CoreUObject!UObject::ProcessEvent() scriptcore.cpp:1308 UE4Editor_Engine!AActor::ProcessEvent() actor.cpp:649 UE4Editor_Engine!AActor::ProcessUserConstructionScript() actorconstruction.cpp:817 UE4Editor_Engine!AActor::ExecuteConstruction() actorconstruction.cpp:733 UE4Editor_Engine!AActor::RerunConstructionScripts() actorconstruction.cpp:469 UE4Editor_UnrealEd!FReinstanceFinalizer::Finalize() kismetreinstanceutilities.cpp:511 UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() kismetreinstanceutilities.cpp:911 UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:825 UE4Editor_Kismet!FBlueprintEditor::Compile() blueprinteditor.cpp:3202 UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:318 UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() delegateinstancesimpl.h:424 UE4Editor_Slate!FUICommandList::ExecuteAction() uicommandlist.cpp:92 UE4Editor_Slate!SToolBarButtonBlock::OnClicked() stoolbarbuttonblock.cpp:300 UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply() delegateinstanceinterface.h:161 UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply() tuple.h:116 UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl() delegateinstancesimpl.h:318 UE4Editor_Slate!TBaseDelegate<FReply>::Execute() delegatesignatureimpl.inl:522 UE4Editor_Slate!SButton::OnMouseButtonUp() sbutton.cpp:275 UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() slateapplication.cpp:5010 UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() slateapplication.cpp:215 UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() slateapplication.cpp:4999 UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:5462 UE4Editor_Slate!FSlateApplication::OnMouseUp() slateapplication.cpp:5439 UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1652 UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:2071 UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:814 UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:678 user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:951 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2811 UE4Editor!GuardedMain() launch.cpp:152 UE4Editor!GuardedMainWrapper() launchwindows.cpp:126 UE4Editor!WinMain() launchwindows.cpp:202 UE4Editor!__scrt_common_main_seh() exe_common.inl:264 kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-39341 in the post.
2 |
Component | UE - Gameplay |
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Affects Versions | 4.14 |
Target Fix | 4.14.2 |
Created | Dec 5, 2016 |
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Resolved | Dec 8, 2016 |
Updated | Apr 27, 2018 |