Big Sub Components amount get crush

I’m not sure that its a proper way to do it, but when I add 15 times component to component at run time, I get crush


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Is it a bug, or just a kind of limitation?)

Hello Zikoko,

I was not able to reproduce your issue on our end. I have a couple of questions that will help me narrow down your issue.

  1. Are you able to reproduce this issue in a new project?
  2. If yes, could you provide a detailed list of steps so I can reproduce the issue on our end?
  3. Could you provide screenshots of your SnakeElement?


I was not able to reproduce this in another project.
Here is screenshot

And also, i want to clerify that i was not adding a component, I just spawn actor from class and than attach to component of previous element

Is there something else you need?

Could I also see a screenshot of how you are spawning and attaching the components in your spawn blueprint?

To investigate further I would need to see your specific project. You can privately message me on the forums here:

Sended it.

Will you answer me here or mail me back?

I will continue to investigate your issue here. I have a couple more questions for you:

  1. Are you changing the snake elements rotation when they are added to the main snake head?
  2. If so, where are you doing that from?

Not directly, they connected to a spring arm with lag, so they smoothly folow the head.
I only rotate head

It appears that the crash is occurring due to the movement of the snake elements (possibly relative to the spring arm of the previous element). Looking at your callstack in visual studio, your issue appears to be how your element’s transform. As the number of elements increase, the “transform” is breaking bounds and causing the engine to crash.

Please review how the elements move with your Snake head and how the elements attach to your Head Blueprint.

Sure, i will take a look
Thnx for help