Hello,
We are having an issue where one of our NPC’s are causing a crash. After some debugging we realised every time that we opened up the project, if we did not open up the Blueprint of the NPC and recompile it without changing anything, the editor would crash with the following error:
*> MachineId:C879FE7244FF690B3E59F79A254CE0CD
EpicAccountId:836dbd1febcb45009669ac7dd7a4f948
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] ‘3rdSpiderPawn_44’ is of class '3rdSpiderPa
KERNELBASE + 37901 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::execLessEqual_IntInt()- 51 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:3684]
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!UObject::CallFunction()- 2707 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
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:3684]
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::ReceiveTick()- 74 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\intermediate\build\win64\inc\engine\engine.generated.1.cpp:1121]
UE4Editor_Engine!AActor::Tick() + 121
bytes
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:672]
UE4Editor_Engine!APawn::Tick() + 14
bytes
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\pawn.cpp:712]
UE4Editor_Engine!AActor::TickActor() +
78 bytes
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:660]
UE4Editor_Engine!FActorTickFunction::ExecuteTick()- 580 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:119]
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask()- 214 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]
UE4Editor_Engine!TGraphTask::ExecuteTask()- 445 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor_Core!FTaskThread::ProcessTasks()- 3125 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit()- 77 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete()- 511 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:984]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes()- 367 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup()- 432 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:187]
UE4Editor_Engine!FTickTaskManager::RunTickGroup()- 1182 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]
UE4Editor_Engine!UWorld::RunTickGroup()- 102 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:696]
UE4Editor_Engine!UWorld::Tick() + 2971
bytes
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:1114]
UE4Editor_UnrealEd!UEditorEngine::Tick()- 5618 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1329]
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]*
We take it this is a problem with the order in which the instances of our NPC’s are created but we are unsure on why and how to fix it.