"Cooking" error with Hierarchical Instanced Static Mesh Component

I am not sure if this is a bug, or is a known issue but I have a problem while I was packaging a test project that did not occur in the Unreal Engine editor. I am still kind of new at using much of Unreal Engine and I am just getting started at being serious about using it by coding in c++, so please bare with me.

I have no compilation errors and I get the following error messages when the packing process goes into a its “cooking” mode.

LogOutputDevice: Error: begin: stack for UAT
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: 
LogOutputDevice: Error: Ensure condition failed: MyOwnerWorld [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp] [Line: 1036]
LogOutputDevice: Error: 
LogOutputDevice: Error: Stack: 
LogOutputDevice: Error: [Callstack] 0x00007ffea17171e6 UE4Editor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffea1450c82 UE4Editor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffea146b346 UE4Editor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffe94ee0e98 UE4Editor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffe71323c72 UE4Editor-Virtual_Worlds-5340.dll!AHISM_Actor::AHISM_Actor() [f:\projects\games\virtual_worlds\source\virtual_worlds\procedural\actors\hism_actor.cpp:24]
LogOutputDevice: Error: [Callstack] 0x00007ffea3beaafd UE4Editor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffea3ecdcd8 UE4Editor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffea3eada7f UE4Editor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffea3bf0a57 UE4Editor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffea135e08e UE4Editor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffea1517841 UE4Editor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffeb786d11c UE4Editor-Projects.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffeb786d404 UE4Editor-Projects.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff62e5c8521 UE4Editor-Cmd.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff62e5cd907 UE4Editor-Cmd.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff62e5c5968 UE4Editor-Cmd.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff62e5c5bba UE4Editor-Cmd.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff62e5d3dac UE4Editor-Cmd.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff62e5d4ce6 UE4Editor-Cmd.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffed1773034 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffed4331431 ntdll.dll!UnknownFunction []
LogOutputDevice: Error: 
LogOutputDevice: Error: end: stack for UAT

I have traced what is causing this to the following code in the constructor of the hism_actor.cpp file of the actor I have created where I am creating a Hierarchical Instanced Static Mesh Component to create a series of cubes.

static ConstructorHelpers::FObjectFinder<UStaticMesh>cube_shape(TEXT("/Game/Virtual_Worlds/Atom_Mesh_Shapes/Voxel_Shapes/Cube_1"));
mesh = cube_shape.Object;

hismc = CreateDefaultSubobject<UHierarchicalInstancedStaticMeshComponent>(TEXT("hismc001"));
RootComponent = hismc;


The line hismc->RegisterComponent(); is cause of all these cooking errors. If I leave it out, I get no errors and I get a “packaged”, version of the unreal engine game, but I also therefore get no Hierarchical Instanced Static Mesh Component being displayed. This is a problem because I plan to use a lot of HISMC in Ureal Engine and I would like to know if this is a bug, or if the above code on how to initiate a HISMC is incorrect.

There are no issues going into play mode of the UE editor, and all works fine.

BTW The D: drive on my PC is an empty USB port that is in the above error message, not where I have Unreal Engine installed.

If this is a bug, would I need to submit it officially in the bug report web?

Hope I am not a nuisance here. Thanks.

do not know if it’s a bug but the “UHierarchicalInstancedStaticMeshComponent” are particularly eprouvant … a put in place in c ++
it’s been a week that I’m above after using it in blueprint …
you tried
RegisterAllComponents () instead of
RegisterComponents () knows you never

I could ask you the code of your class me when I put the blueprint in the world it spit I can not even cooking

RegisterAllComponents () is not present as an option for an Unreal engine actor.

However this suggestion made me try an option that is present and I thought would cause problems.
RegisterComponentWithWorld(this->getworld()) ;

That seems to work, however this function has no documentation in the API of what it does and if it is the same functionality as RegisterComponent();

I will stick with this for the moment though.