Announcement

Collapse
No announcement yet.

Getting errors on tick, ZERO information! Doesn't even say which blueprint it is!

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Getting errors on tick, ZERO information! Doesn't even say which blueprint it is!

    Start the game -> Get spammed by the error:

    Code:
    LogScript:Warning: Divide by zero: Divide_FloatFloat
    That's it.

    No info at all. "In a galaxy far, far away.. something is dividing by zero".

    I'm too far in to waste days shifting everything to code, I feel a bit cheated by being given any impression that this is usable beyond prototyping.

    Despite having too much to sift through, I did it anyway, to no avail. I went through and disconnected anything and everything.

    Nothing solved it. Done guessing. I want a direct and specific method for finding exactly where this is occurring without searching for it manually.

    #2
    Divide and Conquer.

    Start disabling, removing or setting back to default things 1 at a time until you get to a stable state.

    Once your at a stable state, either look at the last thing you changed or start adding them back slowly until you find the erroneous BP.
    Im an Moderator on UnrealSlackers Discord! Which is a Community driven group of likeminded people here to discuss UE4! Join UnrealSlackers on Discord!

    Comment


      #3
      I said in my OP that I've done that and it's also not the solution I need here.

      Comment


        #4
        I've had this issue as well and I agree it would be helpful if more information was provided as wild goose chases are a huge waste of time - thankfully the in game searching is becoming better

        that said - are you running source/c++ version? maybe try putting a breakpoint on the actual code where this test happens - Engine/Source/Runtime/Engine/Private/KismetMathLibrary.cpp
        ZOMBIE TOWN AHHH (ANDROID/STEAM) | RIDE SHARE EMPIRE (ANDROID/GAME JAM) | NEVER NOT KNIGHT (ANDROID/GAME JAM) | TWITTER | MY UE4 TUTORIALS | ANSWERHUB

        Comment


          #5
          in "Engine/Source/Runtime/Engine/Private/KismetMathLibrary.cpp" set a breakpoint on "float UKismetMathLibrary:ivide_FloatFloat(float A, float B)" in my project i had to compile and run as "debug game" for the breakpoint to get hit, then going through the trace to find out which blueprint it was. in the blueprint editor/ find results window search "float/ float" to find all the possible nodes. uncheck the "find in current blueprint only" if you want to show the nodes of all the blueprints. in my project the culprit was a variable that was still set to its default 0 value as i had isolated the code that was setting it whilst i was debugging something else.

          Comment

          Working...
          X