Hello.
I have a problem after use “check” function in c++.
First I make an actor component which c++ class and add a line in constructor
check( GetOwner()->IsA<TemplatePlayer>() );
And compile in editor, it crashed;;;;
After I try open project, but always crashed T^T…
I deleted that class in file explorer, but not fixed.
How can I do???
===================crash info=========================
MachineId:A724F50E4894E60AD879108BD150D767
EpicAccountId:d22eb952fb64447dbfe539d10c5c3267
Access violation - code c0000005 (first/second chance not available)
UE4Editor_SampleMySurvior_3280!UStateCreature::UStateCreature() [d:\working\programming\unreal\samplemysurvior\source\samplemysurvior\creature\statecreature.cpp:15]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\class.cpp:2763]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:724]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:818]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance::ExecuteIfSafe() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:1021]
UE4Editor_Core!TBaseMulticastDelegate::Broadcast() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\modules\modulemanager.cpp:427]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\projects\private\moduledescriptor.cpp:398]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\projects\private\projectmanager.cpp:53]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2081]
UE4Editor!FEngineLoop::PreInit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:1544]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
====================================================================
Self makeshift fix;;
- Open the solution on visual studio.
- Commet a line which is generated error(or delete a line)
- Open project on UE4 Editor.
- Open well
But I think that is not right way. Anyone know why “check” function generates error??