Additional Info:
-
Checking my last version PCIP is a
FObjectInitializer, I just kept the
variable name to “write less”, but I
did changed to ObjectInitializer
without any change on the crash. -
Checking the 4.11 ACharacter class I
have seen that “Mesh” is now
referenced on a lot of methods
(FindComponentByClass,
PostInitialize, Possessed,
Unpossessed, GetRootMotionAnim) so I
thought about make a compile
“without” the donotcreate directive -
Crash stills. -
I have tried to “override” the
methods that references Mesh
directly, but some can’t be overriden
(GetRootMotionAnim is not detected on
parent classes, the own GetMesh( ) if
overridable would easily “redirect”
the return to one of my components
(the root animated one) and ease a
transition. -
One detail that got my attention was
that keeping “exactly” my old code
and calling SetSkeletalMesh just on
the headMSHcomponent (the first
created and declared) doesn’t crash
the game neither the editor, but on
try setting any further added
component causes the crash. -
Regarding the above issue, until
seting “the same asset” to them still
causes the crash. -
Trying to make the CharacterClass
(regarding components) through
Blueprints (getting a ACharacter as
parent and adding a
skeletalmeshcomponent) works
perfectly and doesn’t crash the game
or the engine. This is getting me
crazy since all my components are
declared and created in the same way
shown on the original ACharacter
class code.
The “shorter” path would be create a child from SkeletalMeshComponent and fix the crashing assert trying to override SetRootBodyIndex( ), but the simple curiosity in know what is going on and the unknown future consequences on maybe being bypassing a serious bug is driving me crazy.
Any help will be really appreciated.