Reprosteps:
- Create a project C++
- Add a character child class C++
- Add the Super(PCIP.DoNotCreateDefaultSubobject(TEXT(“CharacterMesh0”))) directive on the constructor.
- Add 5 class USkeletalMeshComponent * to it and accessors (following the own ACharacter implementation).
- Create both with the PCIP.CreateOptionalDefaultSubobject(this, NAME) on the constructor and also do the remaining setup (copy from ACharacter constructor used to Mesh).
- Compile, Start editor.
- On the editor, create a child BP Class from your new custom Character.
- Create a Gamemode to use this Character Class as Default Pawn Class
- Create a function on the Character Class to set the Skeletal Meshes
- On the level BeginPlay( ) event, get a reference to this character and call the function.
By the few I’ve seen, SpaceBases are empty somehow.
CrashLOG:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 785]
Array index out of bounds: 1 from an array of size 0
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_Engine!USkeletalMeshComponent::SetRootBodyIndex() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2192]
UE4Editor_Engine!USkeletalMeshComponent::InitArticulated() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\skeletalmeshcomponentphysics.cpp:913]
UE4Editor_Engine!USkeletalMeshComponent::CreatePhysicsState() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\skeletalmeshcomponentphysics.cpp:1474]
UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\actorcomponent.cpp:1108]
UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\public\componentreregistercontext.h:67]
UE4Editor_Engine!USkinnedMeshComponent::SetSkeletalMesh() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\skinnedmeshcomponent.cpp:974]
UE4Editor_Engine!USkeletalMeshComponent::SetSkeletalMesh() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1400]
UE4Editor_Engine!USkinnedMeshComponent::execSetSkeletalMesh() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\classes\components\skinnedmeshcomponent.h:156]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\class.cpp:4482]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:562]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2022]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1916]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:781]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:686]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2022]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1916]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:781]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:686]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2022]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:781]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\class.cpp:4482]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1150]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\actor.cpp:611]
UE4Editor_Engine!AActor::BeginPlay() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\actor.cpp:2907]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\worldsettings.cpp:148]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gamemode.cpp:623]
UE4Editor_Engine!AGameMode::SetMatchState() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gamemode.cpp:739]
UE4Editor_Engine!AGameMode::StartMatch() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gamemode.cpp:600]
UE4Editor_Engine!UWorld::BeginPlay() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\world.cpp:3159]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gameinstance.cpp:285]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\playlevel.cpp:3078]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\playlevel.cpp:2326]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\playlevel.cpp:1101]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:1251]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2643]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll