Defining a ChildActorComponent in code, then setting the component to a blueprint derived from another code class causes the editor to crash when opening the parent blueprint if any changes are made to the child class.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test)
class UChildActorComponent* MyChildComp;
# MyChildComp = CreateDefaultSubobject<UChildActorComponent>(TEXT("ChildActorComponent"));
MyChildComp->SetupAttachment(SceneComp);
UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = Collision) UCapsuleComponent* CollisionComponent;
CollisionComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CollisionComponent"));
Result:
Editor crashes when attempting to open ParentBP
Expected:
ParentBP opens and can be edited.
MachineId:7156C35640F86204E61B8383F45DEE17 EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c Assertion failed: SubobjectOuter [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\CoreNative.cpp] [Line: 164] No corresponding destination object found for 'ChildBP_C /Game/ChildBP.Default__ChildBP_C' while attempting to instance component 'StaticMeshComponent /Game/ChildBP.Default__ChildBP_C:CollisionComponent' UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332] UE4Editor_CoreUObject!FObjectInstancingGraph::GetInstancedSubobject() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\corenative.cpp:164] UE4Editor_CoreUObject!FObjectInstancingGraph::InstancePropertyValue() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\corenative.cpp:263] UE4Editor_CoreUObject!UObjectPropertyBase::InstanceSubobjects() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertybaseobject.cpp:34] UE4Editor_CoreUObject!UStruct::InstanceSubobjectTemplates() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:1456] UE4Editor_CoreUObject!FObjectInitializer::InstanceSubobjects() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2942] UE4Editor_CoreUObject!FObjectInitializer::PostConstructInit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2826] UE4Editor_CoreUObject!FObjectInitializer::~FObjectInitializer() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2684] UE4Editor_CoreUObject!StaticConstructObject_Internal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:3212] UE4Editor_Engine!NewObject<AActor>() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\public\uobject\uobjectglobals.h:1227] UE4Editor_Engine!UWorld::SpawnActor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\levelactor.cpp:405] UE4Editor_Engine!UWorld::SpawnActor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\levelactor.cpp:271] UE4Editor_Engine!UChildActorComponent::CreateChildActor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\childactorcomponent.cpp:484] UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1179] UE4Editor_Engine!UActorComponent::RegisterComponentWithWorld() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:912] UE4Editor_Engine!AActor::IncrementalRegisterComponents() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:4041] UE4Editor_Engine!AActor::RegisterAllComponents() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:3940] UE4Editor_Engine!AActor::PostSpawnInitialize() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:2728] UE4Editor_Engine!UWorld::SpawnActor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\levelactor.cpp:438] UE4Editor_Engine!UWorld::SpawnActor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\levelactor.cpp:271] UE4Editor_Kismet!FBlueprintEditor::UpdatePreviewActor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:8062] UE4Editor_Kismet!FBlueprintEditor::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:7028] UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\public\tickableeditorobject.h:17] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1195] 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.
2 |
Component | UE - Gameplay - Components |
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Affects Versions | 4.14.3, 4.15 |
Target Fix | 4.16 |
Fix Commit | 3305031 |
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Main Commit | 3358685 |
Created | Feb 7, 2017 |
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Resolved | Feb 15, 2017 |
Updated | Apr 27, 2018 |