When a capsule is attached to an actor Root Component followed by playing in editor through VS debug mode there is a breakpoint triggered in VS upon pressing PIE. Continuing through the break allows game to be played normally. No break/crash triggered when not in VS debug mode.
1. Open UE4Editor (code project named "MyProject")
2. Add code to project based on Actor named ShipConsole
3. In header file, copy content from attachment's .h section
4. In source file, copy content from attachment's .cpp section
5. Press F5 to compile and run debug mode for the project
6. Create a blueprint based on ShipConsole
7. Add instance of the BP to the level
8. PIE
> UE4Editor-Core.dll!StaticFailDebug(const wchar_t * Error, const char * File, int Line, const wchar_t * Description, bool bIsEnsure) Line 190 C++
UE4Editor-Core.dll!FDebug::EnsureFailed(const char * Expr, const char * File, int Line, const wchar_t * Msg) Line 254 C++
UE4Editor-Core.dll!FDebug::EnsureNotFalseFormatted(bool bExpressionResult, const char * Expr, const char * File, int Line, const wchar_t * FormattedMsg, ...) Line 372 C++
UE4Editor-Engine.dll!USceneComponent::AttachTo(USceneComponent * Parent, FName InSocketName, EAttachLocation::Type AttachType, bool bWeldSimulatedBodies) Line 760 C++
UE4Editor-Engine.dll!USceneComponent::OnRegister() Line 115 C++
UE4Editor-Engine.dll!UPrimitiveComponent::OnRegister() Line 296 C++
UE4Editor-Engine.dll!UActorComponent::ExecuteRegisterEvents() Line 809 C++
UE4Editor-Engine.dll!UActorComponent::RegisterComponentWithWorld(UWorld * InWorld) Line 620 C++
UE4Editor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister) Line 3113 C++
UE4Editor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts) Line 788 C++
UE4Editor-Engine.dll!UWorld::UpdateWorldComponents(bool bRerunConstructionScripts, bool bCurrentLevelOnly) Line 1186 C++
UE4Editor-Engine.dll!UWorld::InitializeActorsForPlay(const FURL & InURL, bool bResetTime) Line 2869 C++
UE4Editor-Engine.dll!UGameInstance::StartPIEGameInstance(ULocalPlayer * LocalPlayer, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode) Line 229 C++
UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance(int PIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode, bool bRunAsDedicated, float PIEStartTime) Line 2698 C++
UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor(UWorld * InWorld, bool bInSimulateInEditor) Line 2096 C++
UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 944 C++
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0 |
Component | UE - Foundation - Core |
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Affects Versions | 4.6.1 |
Target Fix | 4.12 |
Fix Commit | 2932979 |
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Main Commit | 3016298 |
Created | Feb 13, 2015 |
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Resolved | Jun 10, 2016 |
Updated | Feb 5, 2017 |