Hello,
Today I added a custom component to my character. It inherits from UStaticMeshComponent and serves as a template so that other classes can inherit and specialize it. Everything works fine in the editor but I wanted to try it on mobile. I’ve got the following error during packaging or if I try to cook contents for Windows.
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: 0 [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Engine\Private\LightMap.cpp] [Line: 1838]
"
KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_Engine!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\lightmap.cpp:1838]
UE4Editor_Engine!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:1967]
UE4Editor_Engine!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\containers\array.h:1201]
UE4Editor_Engine!UStaticMeshComponent::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:286]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3051]
UE4Editor_CoreUObject!EndLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1216]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1006]
UE4Editor_UnrealEd!UCookOnTheFlyServer::TickCookOnTheSide() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\cookontheflyserver.cpp:1163]
UE4Editor_UnrealEd!UCookOnTheFlyServer::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\cookontheflyserver.cpp:446]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1111]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
If I remove my component from the project I can launch and cook fine so I the error comes from there. However I have no idea what I’m doing wrong because everything works fine in editor and I have no errors/warnings during compilation. I’m attaching the files.