We have strange error on saving blueprint.
I can minimise project with this problem.
Steps to reproduce problem:
- Download project from WO-5311-detaching-linker.zip (~100Kb)
- Open project with Unreal Engine 4.9+ (I tested on 4.9 and master a2f8af8fb)
- Open Mechanics\Base\BaseCharacter blueprint
- Save Mechanics\Base\BaseCharacter blueprint (press “Save this asset”)
- Press game in Editor (press “Play” button or Alt+P key)
- Stop (press Esc key)
- Save Mechanics\Base\BaseCharacter blueprint again (press “Save this asset”)
Expected result: blueprint saved.
Actual result: Crash.
[2015.10.22-12.04.41:327][535]LogTemp: Playing ActiveSound: EndPlayInEditor_Cue
The thread 0xaa8 has exited with code 0 (0x0).
[2015.10.22-12.04.42:426][566]Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Mechanics/Base/BaseCharacter" FILE="E:/Work/W1/W1SaveFail/Content/Mechanics/Base/BaseCharacter.uasset" SILENT=true
Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad) [File:C:\Work\W1\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 102]
Detaching from existing linker for E:/Work/W1/W1SaveFail/Content/Mechanics/Base/BaseCharacter.uasset while object W1PeriodicRegeneration /Game/Mechanics/Base/BaseCharacter.Default__BaseCharacter_C:EnergyComponent.W1PeriodicRegeneration_0 needs loaded
UE4Editor-Win64-Debug.exe has triggered a breakpoint.
UE4Editor-Win64-Debug.exe has triggered a breakpoint.