Note: The same crash will occur if the nativization mode is set to "Inclusive" in the Project settings and if the ChildActor BP class is a data-only Blueprint (i.e. has no script or member variables).
Current workaround: Make sure the ChildActor BP class is both enabled for nativization and is NOT a data-only Blueprint (e.g. - make sure to add some script in either an event or function graph).
Expected result: No crash upon launching the staged EXE.
> UE_44123_2-Win64-Debug.exe!AMyActorBP_C_pf1010915279::_CustomDynamicClassInitialization(UDynamicClass * InDynamicClass) Line 256 C++
UE_44123_2-Win64-Debug.exe!AMyActorBP_C_pf1010915279::AMyActorBP_C_pf1010915279(const FObjectInitializer & ObjectInitializer) Line 223 C++
[External Code]
UE_44123_2-Win64-Debug.exe!UClass::CreateDefaultObject() Line 2687 C++
UE_44123_2-Win64-Debug.exe!UDynamicClass::CreateDefaultObject() Line 4919 C++
UE_44123_2-Win64-Debug.exe!FAsyncPackage::EventDrivenCreateExport(int LocalExportIndex) Line 2992 C++
UE_44123_2-Win64-Debug.exe!FAsyncPackage::ProcessImportsAndExports_Event() Line 3620 C++
UE_44123_2-Win64-Debug.exe!FAsyncPackage::Event_ProcessImportsAndExports() Line 2684 C++
UE_44123_2-Win64-Debug.exe!FAsyncLoadingThread::QueueEvent_ProcessImportsAndExports::__l2::<lambda>(FAsyncLoadEventArgs & Args) Line 2471 C++
UE_44123_2-Win64-Debug.exe!UE4Function_Private::TFunctionRefCaller<void <lambda>(FAsyncLoadEventArgs &),void __cdecl(FAsyncLoadEventArgs & __ptr64)>::Call(void * Obj, FAsyncLoadEventArgs & <Params_0>) Line 245 C++
UE_44123_2-Win64-Debug.exe!FAsyncLoadEventQueue::PopAndExecute(FAsyncLoadEventArgs & Args) Line 102 C++
UE_44123_2-Win64-Debug.exe!FAsyncLoadingThread::ProcessAsyncLoading(int & OutPackagesProcessed, bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree * FlushTree) Line 4198 C++
UE_44123_2-Win64-Debug.exe!FAsyncLoadingThread::TickAsyncThread(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, bool & bDidSomething, FFlushTree * FlushTree) Line 4789 C++
UE_44123_2-Win64-Debug.exe!FAsyncLoadingThread::TickAsyncLoading(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree * FlushTree) Line 4548 C++
UE_44123_2-Win64-Debug.exe!FlushAsyncLoading(int PackageID) Line 6494 C++
UE_44123_2-Win64-Debug.exe!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1130 C++
UE_44123_2-Win64-Debug.exe!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags) Line 1378 C++
UE_44123_2-Win64-Debug.exe!UEngine::LoadMap(FWorldContext & WorldContext, FURL URL, UPendingNetGame * Pending, FString & Error) Line 10066 C++
UE_44123_2-Win64-Debug.exe!UEngine::Browse(FWorldContext & WorldContext, FURL URL, FString & Error) Line 9535 C++
UE_44123_2-Win64-Debug.exe!UGameInstance::StartGameInstance() Line 417 C++
UE_44123_2-Win64-Debug.exe!UGameEngine::Start() Line 644 C++
UE_44123_2-Win64-Debug.exe!FEngineLoop::Init() Line 2611 C++
UE_44123_2-Win64-Debug.exe!EngineInit() Line 52 C++
UE_44123_2-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 153 C++
UE_44123_2-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 199 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44213 in the post.
3 |
Component | UE - Gameplay - Blueprint |
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Target Fix | 4.17 |
Fix Commit | 3416419 |
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Main Commit | 3431398 |
Created | Apr 20, 2017 |
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Resolved | May 1, 2017 |
Updated | May 12, 2017 |