In void ATestActor::OnConstruction(const FTransform& Transform)
there is an infinite loop occuring in a ping pong call between the SetActorLabel and the DestroyChildActor calls.
Happens in vanilla 4.21.2
2- Open project,
2- Try to put TestActor in the viewport.
2- Editor crashes
[Link Removed]
UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 495 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 239 C++ UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 495 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 239 C++ UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 495 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 239 C++ UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 495 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 239 C++ UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 495 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 239 C++ UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::FinishSpawning(const FTransform & UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache * InstanceDataCache) Line 3098 C++ UE4Editor-Engine.dll!AActor::PostSpawnInitialize(const FTransform & UserSpawnTransform, AActor * InOwner, APawn * InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction) Line 3041 C++ UE4Editor-Engine.dll!UWorld::SpawnActor(UClass * Class, const FTransform * UserTransformPtr, const FActorSpawnParameters & SpawnParameters) Line 478 C++ UE4Editor-Engine.dll!UWorld::SpawnActor(UClass * Class, const FVector * Location, const FRotator * Rotation, const FActorSpawnParameters & SpawnParameters) Line 302 C++ UE4Editor-UnrealEd.dll!UEditorEngine::AddActor(ULevel * InLevel, UClass * Class, const FTransform & Transform, bool bSilent, EObjectFlags InObjectFlags) Line 6206 C++ UE4Editor-UnrealEd.dll!FLevelEditorViewportClient::TryPlacingActorFromObject(ULevel * InLevel, UObject * ObjToUse, bool bSelectActors, EObjectFlags ObjectFlags, UActorFactory * FactoryToUse, const FName Name) Line 262 C++
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How do I set a material as a post-processing material?
UMG RichText not appear image when packaged
What is the difference between Camera and CineCamera?
Why does UV setting float2(1,1) display incorrectly in the material's custom node?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-70462 in the post.
1 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.21.2 |
Target Fix | 4.24 |
Created | Feb 22, 2019 |
---|---|
Resolved | Oct 16, 2019 |
Updated | Jan 13, 2021 |