Hi,
I’ve been experiencing this error after adding what I would consider, quite a major component to the project I’m working on. Without it, I can’t build any units, at least not in the way I was going to. (It’s a 4x game)
Update: Added entire crash Callstack
Anyway, here’s the error information:
MachineId:96999F78496FE8A2B20DB5B68392D87E
EpicAccountId:742c923a418d4fbb8f5e682f252ac4d5
Unknown exception - code 00000001 (first/second chance not available)
Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 357]
'ClassAShipyard_C_0' is of class 'ClassAShi
KERNELBASE + 109229 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_CoreUObject!UObject::execInstanceVariable() + 488 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:975]
UE4Editor_Engine!UKismetMathLibrary::execGreater_FloatFloat() + 49 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\kismet\kismetmathlibrary.h:61]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::execLetBool() + 334 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1370]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!AActor::ProcessEvent() + 259 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor_Engine!AActor::ExecuteConstruction() + 655 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorconstruction.cpp:552]
UE4Editor_Engine!AActor::RerunConstructionScripts() + 3610 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorconstruction.cpp:436]
UE4Editor_Engine!AActor::PostEditChangeProperty() + 566 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actoreditor.cpp:67]
UE4Editor_CoreUObject!UObject::PostEditChange() + 52 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:232]
UE4Editor_UnrealEd!FBlueprintEditorUtils::PostEditChangeBlueprintActors() + 325 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:6353]
UE4Editor_Kismet!FBlueprintEditor::OnBlueprintChangedImpl() + 53 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\kismet\private\blueprinteditor.cpp:2923]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(UBlueprint * __ptr64)>::Execute() + 76 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(UBlueprint * __ptr64)>::ExecuteIfSafe() + 60 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Engine!TBaseMulticastDelegate<void,UBlueprint * __ptr64>::Broadcast() + 165 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1030]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() + 4099 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:814]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() + 3086 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:376]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() + 2409 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:773]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() + 3086 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:376]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() + 2409 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:773]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() + 2956 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2014]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() + 643 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:974]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 3604 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1226]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
So what does the “Assertion failed” bit mean? And what could I do to try and stop it?
Anyway, here’s some more info.
I’m currently using only blueprints.
Here’s some of what’s been added (Build ClassAShip event node) that I assume is causing the issue, that’s inside the “ClassAShipyard” blueprint.
The ship node only accepts a class of “Class AShip”, but I pass a child class called “Fighter”. Is that the issue?
(The reason I did it like this is so I could just pass a child class as a parameter and not duplicate the code for the various child classes that could be spawned)
Before I added this and the following implementation in a widget, there were no issues.
Here’s what calls it.
Another note, after restarting, after the crash, it works fine, but as soon as I make a change and recompile, it crashes again, I haven’t paid too much attention, but I think it’s always from the same place.
It also runs fine if I select the launch option instead of play, but it seems that everything or some is completely recompiled when I choose it.
Update: Added log and link to .dmp file
Added the crash log found at “C:\Users\UserName\AppData\Local\Microsoft\Windows\WER\ReportQueue”
Are these the right ones?
Couldn’t add the dmp file directly but [here’s a link to Mediafire][4]
Added a second log file, it seems it has more information than the main one I added for some reason, looked through, they seem identical up until where the shorter one ends.