[5.7.1] Case of bCustomPropertyListForPostConstructionInitialized

This question was created in reference to: [Error opening asset on 5.6 - bCustomPropertyListForPostConstructionInitialized - Custom Property List Not [Content removed]

Hello :slight_smile:

I managed to find a reproduction for at least one case of what is discussed in the other topic, i did put the repro steps as well, which are easy enough to not requires a project, in 5.7.1 at least, this ensure is not triggered on the editor side, neither by opening the map or cooking the project, but in my case after an IOS packaging, when the build is loading the map, the assert is triggered. I suspect builds for other platforms will be affected all the same, but in case you are not able to reproduce, might be linked to IOS

As a temporary fix, cutting the casting of BP_ParentActor inside the BP_ChildActor and using a GetComponentByClass to retrieve the static mesh of the parent is enough to get the ensure to get away

Steps to Reproduce
Create two blueprint based on actor (BP_ParentActor and BP_ChildActor)

  • in BP_ParentActor, create two components, respectively a static mesh and a child actor component where the actor is BP_ChildActor
  • in BP_ChildActor, create a fake need to retrieve the parent, for example, two timers switching hide / show the static mesh of the parent. To retrieve the static mesh of the parent, use GetParentActor, followed by a cast to the BP_ParentActor and then use the static mesh inside that blueprint

Hi Alex,

Do you have a sample project that demonstrates the issue? I wasn’t able to to repro in my example following your steps. I should note that I am using Windows here, but I’d like to confirm that I’m not missing a step on my end.

Thanks,

Dave

I will try to get you a sample project, but i’m not sure you gonna have the issue in windows, maybe if you do a build, android perhaps but can’t say for sure, in my case nothing was wrong editor-side, only when deployed on IOS, in the meantime i can give you the two actors

This might be related to a race condition depending on how crowded is the map, or a settings somewhere, a blank project doesn’t trigger the issue, gonna try to investigate this further when i have some time