Thanks,
I installed the full debug symbols and made some more tests.
In fact, it is not related to the attachment.
I just have to declare and create a skeletal mesh component inside a class inheriting from UMotionControllerComponent.
//Header:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “test”)
USkeletalMeshComponent* mccHandMesh;//cpp:
mccHandMesh = CreateDefaultSubobject(TEXT(“mccHandMesh”));
This is enough to get a crash when adding my custom motion controller component to a simple Character BP.
It crashes over some map checking, but the strange thing is that the stack suggests this comes from some garbage collection:
[Inline Frame] UnrealEditor-Engine.dll!TMapBase<UObject *,FAnimUpdateRateManager::FAnimUpdateRateParametersTracker *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UObject *,FAnimUpdateRateManager::FAnimUpdateRateParametersTracker *,0>>::FindChecked(const UObject *) Line 656 C++
UnrealEditor-Engine.dll!FAnimUpdateRateManager::CleanupUpdateRateParametersRef(USkinnedMeshComponent * SkinnedComponent) Line 173 C++
UnrealEditor-Engine.dll!USkinnedMeshComponent::OnUnregister() Line 650 C++
UnrealEditor-Engine.dll!UActorComponent::ExecuteUnregisterEvents() Line 1707 C++
UnrealEditor-Engine.dll!UActorComponent::BeginDestroy() Line 726 C++
UnrealEditor-Engine.dll!UPrimitiveComponent::BeginDestroy() Line 1451 C++
UnrealEditor-Engine.dll!USkinnedMeshComponent::BeginDestroy() Line 3785 C++
UnrealEditor-CoreUObject.dll!UObject::ConditionalBeginDestroy() Line 1024 C++
UnrealEditor-CoreUObject.dll!UnhashUnreachableObjects(bool bUseTimeLimit, double TimeLimit) Line 2616 C++
UnrealEditor-CoreUObject.dll!CollectGarbageInternal(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 2422 C++
UnrealEditor-CoreUObject.dll!CollectGarbage(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 2671 C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl(const FBPCompileRequestInternal & Request) Line 315 C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManager::CompileSynchronously(const FBPCompileRequest & Request) Line 3294 C++
UnrealEditor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint(UBlueprint * BlueprintObj, EBlueprintCompileOptions CompileFlags, FCompilerResultsLog * pResults) Line 763 C++
UnrealEditor-Kismet.dll!FBlueprintEditor::Compile() Line 4060 C++
Any idea why it would behaves this way ?
Thanks
Cedric