Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized.
> NonNativeCAC-Win64-Debug.exe!FObjectInstancingGraph::GetInstancedSubobject(UObject * SourceSubobject, UObject * CurrentValue, UObject * CurrentObject, bool bDoNotCreateNewInstance, bool bAllowSelfReference) Line 194 C++
NonNativeCAC-Win64-Debug.exe!FObjectInstancingGraph::InstancePropertyValue(UObject * ComponentTemplate, UObject * CurrentValue, UObject * Owner, bool bIsTransient, bool bCausesInstancing, bool bAllowSelfReference) Line 293 C++
NonNativeCAC-Win64-Debug.exe!UObjectPropertyBase::InstanceSubobjects(void * Data, const void * DefaultData, UObject * Owner, FObjectInstancingGraph * InstanceGraph) Line 36 C++
NonNativeCAC-Win64-Debug.exe!UStruct::InstanceSubobjectTemplates(void * Data, const void * DefaultData, UStruct * DefaultStruct, UObject * Owner, FObjectInstancingGraph * InstanceGraph) Line 1630 C++
NonNativeCAC-Win64-Debug.exe!FObjectInitializer::InstanceSubobjects(UClass * Class, bool bNeedInstancing, bool bNeedSubobjectInstancing) Line 2913 C++
NonNativeCAC-Win64-Debug.exe!FObjectInitializer::PostConstructInit() Line 2793 C++
NonNativeCAC-Win64-Debug.exe!FObjectInitializer::~FObjectInitializer() Line 2653 C++
NonNativeCAC-Win64-Debug.exe!StaticConstructObject_Internal(const UClass * InClass, UObject * InOuter, FName InName, EObjectFlags InFlags, EInternalObjectFlags InternalSetFlags, UObject * InTemplate, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph * InInstanceGraph, bool bAssumeTemplateIsArchetype) Line 3172 C++
NonNativeCAC-Win64-Debug.exe!NewObject<AActor>(UObject * Outer, const UClass * Class, FName Name, EObjectFlags Flags, UObject * Template, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph * InInstanceGraph) Line 1215 C++
NonNativeCAC-Win64-Debug.exe!UWorld::SpawnActor(UClass * Class, const FTransform * UserTransformPtr, const FActorSpawnParameters & SpawnParameters) Line 454 C++
NonNativeCAC-Win64-Debug.exe!UWorld::SpawnActor(UClass * Class, const FVector * Location, const FRotator * Rotation, const FActorSpawnParameters & SpawnParameters) Line 304 C++
NonNativeCAC-Win64-Debug.exe!UChildActorComponent::CreateChildActor() Line 571 C++
NonNativeCAC-Win64-Debug.exe!UChildActorComponent::OnRegister() Line 51 C++
NonNativeCAC-Win64-Debug.exe!UActorComponent::ExecuteRegisterEvents() Line 1362 C++
NonNativeCAC-Win64-Debug.exe!UActorComponent::RegisterComponentWithWorld(UWorld * InWorld) Line 1098 C++
NonNativeCAC-Win64-Debug.exe!AActor::IncrementalRegisterComponents(int NumComponentsToRegister) Line 4447 C++
NonNativeCAC-Win64-Debug.exe!AActor::RegisterAllComponents() Line 4346 C++
NonNativeCAC-Win64-Debug.exe!AActor::PostSpawnInitialize(const FTransform & UserSpawnTransform, AActor * InOwner, APawn * InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction) Line 3054 C++
NonNativeCAC-Win64-Debug.exe!UWorld::SpawnActor(UClass * Class, const FTransform * UserTransformPtr, const FActorSpawnParameters & SpawnParameters) Line 493 C++
NonNativeCAC-Win64-Debug.exe!UWorld::SpawnActorDeferred<AActor>(UClass * Class, const FTransform & Transform, AActor * Owner, APawn * Instigator, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride) Line 3085 C++
NonNativeCAC-Win64-Debug.exe!UGameplayStatics::BeginDeferredActorSpawnFromClass(const UObject * WorldContextObject, TSubclassOf<AActor> ActorClass, const FTransform & SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor * Owner) Line 669 C++
NonNativeCAC-Win64-Debug.exe!UGameplayStatics::execBeginDeferredActorSpawnFromClass(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 49 C++
NonNativeCAC-Win64-Debug.exe!UObject::execCallMathFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 861 C++
NonNativeCAC-Win64-Debug.exe!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
NonNativeCAC-Win64-Debug.exe!UObject::execLetObj(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2613 C++
NonNativeCAC-Win64-Debug.exe!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
NonNativeCAC-Win64-Debug.exe!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1025 C++
NonNativeCAC-Win64-Debug.exe!ProcessScriptFunction<void (_cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param_Result, void[Image Removed](UObject *, FFrame &, void *) ExecFtor) Line 828 C++
NonNativeCAC-Win64-Debug.exe!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1056 C++
NonNativeCAC-Win64-Debug.exe!UObject::execLocalFinalFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2919 C++
NonNativeCAC-Win64-Debug.exe!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
NonNativeCAC-Win64-Debug.exe!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1025 C++
NonNativeCAC-Win64-Debug.exe!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1083 C++
NonNativeCAC-Win64-Debug.exe!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 4907 C++
NonNativeCAC-Win64-Debug.exe!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1912 C++
NonNativeCAC-Win64-Debug.exe!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 801 C++
NonNativeCAC-Win64-Debug.exe!AActor::ReceiveBeginPlay() Line 1047 C++
NonNativeCAC-Win64-Debug.exe!AActor::BeginPlay() Line 3468 C++
NonNativeCAC-Win64-Debug.exe!AActor::DispatchBeginPlay(bool bFromLevelStreaming) Line 3384 C++
NonNativeCAC-Win64-Debug.exe!AWorldSettings::NotifyBeginPlay() Line 247 C++
NonNativeCAC-Win64-Debug.exe!AGameStateBase::HandleBeginPlay() Line 179 C++
NonNativeCAC-Win64-Debug.exe!AGameModeBase::StartPlay() Line 188 C++
NonNativeCAC-Win64-Debug.exe!UWorld::BeginPlay() Line 4113 C++
NonNativeCAC-Win64-Debug.exe!UEngine::LoadMap(FWorldContext & WorldContext, FURL URL, UPendingNetGame * Pending, FString & Error) Line 12766 C++
NonNativeCAC-Win64-Debug.exe!UEngine::Browse(FWorldContext & WorldContext, FURL URL, FString & Error) Line 11975 C++
NonNativeCAC-Win64-Debug.exe!UGameInstance::StartGameInstance() Line 530 C++
NonNativeCAC-Win64-Debug.exe!UGameEngine::Start() Line 1135 C++
NonNativeCAC-Win64-Debug.exe!FEngineLoop::Init() Line 3695 C++
NonNativeCAC-Win64-Debug.exe!EngineInit() Line 52 C++
NonNativeCAC-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 157 C++
NonNativeCAC-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 252 C++
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Trying to launch , erorr,dll missing
How to achieve HLSL Multiple Render Target in Material blueprints?
How to properly terminate the DoWork thread function in FAsyncTask?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-87474 in the post.
4 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.22, 4.23, 4.24 |
Created | Jan 26, 2020 |
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Resolved | Jul 15, 2021 |
Updated | Jul 19, 2021 |