I have a bug to report where when I create an AIPerception Component through C++ and have it exposed to blueprint, setting any of the AI Sight Config properties causes the engine to crash.
Here is what I’m setting:
Here is the crash report when changing any of those values:
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: Obj [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Editor\UnrealEd\Classes//Editor//Transactor.h] [Line: 158]
"
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_UnrealEd!FTransaction::FObjectRecord::FPersistentObjectRef::operator->() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\classes\editor\transactor.h:159]
UE4Editor_UnrealEd!FTransaction::FObjectRecord::FObjectRecord() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editortransaction.cpp:32]
UE4Editor_UnrealEd!FTransaction::SaveObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editortransaction.cpp:241]
UE4Editor_CoreUObject!SaveToTransactionBuffer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1723]
UE4Editor_CoreUObject!UObject::Modify() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\obj.cpp:830]
UE4Editor_CoreUObject!UObject::PreEditChange() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\obj.cpp:311]
UE4Editor_PropertyEditor!FPropertyNode::NotifyPreChange() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\propertynode.cpp:1877]
UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:405]
UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:297]
UE4Editor_PropertyEditor!FPropertyHandleFloat::SetValue() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2160]
UE4Editor_PropertyEditor!SPropertyEditorNumeric<float>::OnValueCommitted() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditornumeric.h:254]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorNumeric<float>,0,TTypeWrapper<void> __cdecl(float,enum ETextCommit::Type)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorNumeric<float>,0,void __cdecl(float,enum ETextCommit::Type)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_PropertyEditor!SSpinBox<float>::CommitValue() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\public\widgets\input\sspinbox.h:614]
UE4Editor_PropertyEditor!SSpinBox<float>::TextField_OnTextCommitted() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\public\widgets\input\sspinbox.h:544]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SSpinBox<float>,0,TTypeWrapper<void> __cdecl(FText const & __ptr64,enum ETextCommit::Type)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SSpinBox<float>,0,void __cdecl(FText const & __ptr64,enum ETextCommit::Type)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Slate!SEditableText::OnEnter() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\widgets\input\seditabletext.cpp:973]
UE4Editor_Slate!FTextEditHelper::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\text\textedithelper.cpp:191]
UE4Editor_Slate!SEditableText::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\widgets\input\seditabletext.cpp:1637]
UE4Editor_Slate!<lambda_4f604f87f3ce3f5c3b6a1447676ad634>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3750]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_4f604f87f3ce3f5c3b6a1447676ad634> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:212]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_4f604f87f3ce3f5c3b6a1447676ad634>,FKeyEvent>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:194]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3751]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3675]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1262]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1711]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2323]
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]
My C++ class is defined like this: class TESTINGAI_API ATheAIController : public AAIController
So it inherits from AAIController, and my BP inherits from my C++ class.