Error when attaching an inventory

Hey

I am getting this weird error when I attach a weapon blueprint to my default inventory classes. PostIntializeComponents() should call SpawnDefaultInvetory() which will spawn the new weapon based on its class.

The same setup can be found in the ShooterGame.

These are the errors i am getting:

SwordWeapon_C /Game/Maps/UEDPIEExample_Map.TheWorld:PersistentLevel.SwordWeapon_C_0 failed to route PostInitializeComponents.  Please call Super::PostInitializeComponents() in your ::PostInitializeComponents() function. 

Address = 0xfd30940d (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
Address = 0xeb6e765b (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Core.dll]
Address = 0xeb602484 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Core.dll]
Address = 0xe6e1afc0 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe6e1cd53 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe760cc36 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
AAORCharacter::SpawnDefaultInventory() 0xe0c54e5d + 201 bytes [File=e:\udk\rocket projects\aor\source\aor\private\aorcharacter.cpp:151] [in E:\UDK\Rocket Projects\AOR\Binaries\Win64\RocketEditor-AOR-9386.dll]
AAORCharacter::PostInitializeComponents() 0xe0c5154a + 19 bytes [File=e:\udk\rocket projects\aor\source\aor\private\aorcharacter.cpp:55] [in E:\UDK\Rocket Projects\AOR\Binaries\Win64\RocketEditor-AOR-9386.dll]
Address = 0xe6e1aefd (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe6e1cd53 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe760cc36 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe74f7f27 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe74f5082 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe74f85df (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe74f88c8 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe74ecced (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe760d220 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe76a1f8a (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-Engine.dll]
Address = 0xe9061749 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-UnrealEd.dll]
Address = 0xe9079db4 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-UnrealEd.dll]
Address = 0xe8e9124c (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-UnrealEd.dll]
Address = 0xe9197549 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor-UnrealEd.dll]
Address = 0x3fd26093 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x3fd1cb8c (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x3fd1cbfa (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x3fd2772b (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x3fd283c3 (filename not found) [in E:\UDK\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x7725652d (filename not found) [in C:\Windows\system32\KERNEL32.dll]
Address = 0x7748c541 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]
Address = 0x7748c541 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]

From the error it looks as if you’ve overriden a PostInitializeComponents function but don’t call Super::PostInitializeComponents in that function. Because the Actor::PostInitializeComponents does critical setup behaviors we validate that setup was done and throw this error message if you have not.

I am calling Super::PostInitializeComponents() in both the character and weapon classes. Everything was working fine with the character class up until I attached a blueprint of the weapon to the default inventory array in the character’s blueprint.

Somehow, the weapon blueprint is not calling PostInitializeComponents() at all…

The error message comes immediately after calling PostInitializeComponents so there is no way it isn’t calling it at all.

The only advice I can give you is to verify that the parent class of SwordWeapon_C (and everything in the parent hierarchy) is calling Super::PostInitializeComponents and if you are certain that is occurring put a breakpoint in the PostInitializeComponents function and look at the variable bActorInitialized. It should be true after calling Super::PostInitializeComponents.

It worked… but just a quick question, how can I debug my C++ code with Visual Studio ??? Which project should I debug (Editor, Uncooked, Default) ???

Whichever one you built with, which I would imagine should be Editor.