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Steps to Reproduce
Hello,
After updating from 5.5 to 5.6, running the Editor, whenever we try to compile or save our the character BP we get this crash:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000030
UnrealEditor_CustomizableObject!UCustomizableObjectSystem::TickInternal() [C:\MyProject\Engine\Plugins\Mutable\Source\CustomizableObject\Private\MuCO\CustomizableObjectSystem.cpp:3997]
UnrealEditor_Engine!FStreamingManagerCollection::UpdateResourceStreaming() [C:\MyProject\Engine\Source\Runtime\Engine\Private\ContentStreaming.cpp:908]
UnrealEditor_Engine!IStreamingManager::Tick() [C:\MyProject\Engine\Source\Runtime\Engine\Private\ContentStreaming.cpp:741]
UnrealEditor_Engine!FStreamingManagerCollection::Tick()
UCustomizableObjectInstanceUsage has a member:
UPROPERTY(Instanced)
TObjectPtr<UCustomizableObjectInstanceUsagePrivate> Private;
Private turns out to be nullptr, but the current flow seems to not contemplate this case.
Functions like this assumes it’s valid:
USkeletalMeshComponent* UCustomizableObjectInstanceUsage::GetAttachParent() const
{
if (UCustomizableSkeletalComponent* CustomizableSkeletalComponent = GetPrivate()->GetCustomizableSkeletalComponent())
{
return Cast<USkeletalMeshComponent>(CustomizableSkeletalComponent->GetAttachParent());
}
else if(UsedSkeletalMeshComponent.IsValid())
{
return UsedSkeletalMeshComponent.Get();
}
return nullptr;
}
We’ve been working with Mutable since 4.27, and this is the first time facing this crash.
Any idea?
Thank you.
Do you have your editor set to localized to your language? There’s a bug with localization that provokes a crash that has been fixed in 5.6.1.
Hello Alexei,
I’d say that’s not our case:
[Image Removed]Thanks.
Did you port this actor BP from 5.5?
It could be a backward compatibility issue. To confirm, try creating a new actor and adding the same structure (components, CO instances, etc.) and compiling/saving.