I’ve commented out the checks and things no longer crash. We’re going to try this workaround and see if it causes any issues.
bool FNiagaraScriptDataInterfaceCompileInfo::CanExecuteOnTarget(ENiagaraSimTarget SimTarget) const
{
//hack hack, this is causing issues when hotloading - hopefully epic fixes it soon
//check(IsInGameThread());
UNiagaraDataInterface* Obj = GetDefaultDataInterface();
if (Obj)
{
return Obj->CanExecuteOnTarget(SimTarget);
}
check(false);
return false;
}
UNiagaraDataInterface* FNiagaraScriptDataInterfaceCompileInfo::GetDefaultDataInterface() const
{
//hack hack, this is causing issues when hotloading - hopefully epic fixes it soon
//check(IsInGameThread());
UNiagaraDataInterface* Obj = CastChecked<UNiagaraDataInterface>(const_cast<UClass*>(Type.GetClass())->GetDefaultObject(true));
return Obj;
}