Crash when using a Self reference with a Custom Event variable that is using Pass By Reference. The crash only seems to occur if the setup was created in the Player Controller class.
This was originally reported back as far as 4.9 but the original reporter let the post die without responding back. Another user reported it in 4.15 P1 and I was able to track down a repro.
Repro project with logs attached.
Crash Reporter: [Link Removed]
1. Open the attached test project
2. PIE
Results: The editor will crash as soon as PIE is clicked
Expected: For the editor to not crash but throw an error as to why this setup doesn't work. It would probably be preferable that the BP throw an error/warning on compile.
MachineId:A1BE990B4855275A6B8ACDB5D49D864A EpicAccountId:75f47e038a8442f0af6c18e1f38eeb85 Access violation - code c0000005 (first/second chance not available) UE4Editor_CoreUObject!UObject::execSelf() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2103] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:767] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2245] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:925] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:824] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2245] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:925] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4474] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1308] UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:649] UE4Editor_Engine!AActor::BeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:3048] UE4Editor_Engine!APlayerController::BeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:1356] UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:175] UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:226] UE4Editor_Engine!AGameMode::SetMatchState() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:338] UE4Editor_Engine!AGameMode::StartMatch() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:203] UE4Editor_Engine!UWorld::BeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\world.cpp:3358] UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:282] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3358] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2462] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1160] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1320] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2859] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] 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 |
Fix Commit | 3320099 |
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Main Commit | 3358685 |
Created | Jan 19, 2017 |
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Resolved | Feb 23, 2017 |
Updated | Jul 27, 2018 |