Hi, even if I remove the line if (LinkedProgram == NULL), it returns errors on this:
if (OutBlock >= FSerialNumberBlock::MAX_SERIAL_NUMBER_BLOCKS)
{
const SIZE_T StackTraceSize = 65535;
ANSICHAR* StackTrace = (ANSICHAR*)FMemory::Malloc(StackTraceSize);
StackTrace[0] = 0;
// Walk the stack and dump it to the allocated memory.
FPlatformStackWalk::StackWalkAndDump(StackTrace, StackTraceSize, 0, NULL);
FPlatformMisc::LowLevelOutputDebugString(StackTrace);
FMemory::Free(StackTrace);
UE_LOG(LogWeakObjectPtr, Fatal, TEXT("[Index:%d] exceeds maximum number of UObjects, [Block:%d] increase MAX_SERIAL_NUMBER_BLOCKS"), InIndex, OutBlock);
}
The errors:
Error 1 error C2664: 'void FGenericPlatformMisc::LowLevelOutputDebugString(const TCHAR *)' : cannot convert argument 1 from 'ANSICHAR *' to 'const TCHAR *'
Error 2 error : Failed to produce item: H:\Corvus Game Studio\UE4-Git\UnrealEngine\Engine\Binaries\Win64\UnrealHeaderTool-CoreUObject.dll
Error 3 error MSB3075: The command "..\..\Build\BatchFiles\Rebuild.bat UE4Game Android Development" exited with code 5. Please verify that you have sufficient rights to run this command.
4 IntelliSense: argument of type "ANSICHAR *" is incompatible with parameter of type "const TCHAR *"
Hi, sorry for my impatience, but this problem is going for 2 weeks now and I really want to continue to work on this project so that I can publish my first game.
Would it be of help if I would zip my project files and send it to you so you can review it?
It seems like the Asteroid actor is the cause of the crash, except I can’t tell what the cause exactly is.
It could be the blueprint script that the actor is using or something in the BT/BB.
Would it be possible to provide us the project through a private message on the forums? If so, please zip it up, upload it to a site such as or Drive and provide the link to me in a private message.
Looking over the information provided, disabling the Blackboard key synchronization should help the issue. Basically all you would need to do is make sure the BB keys do not have “InstanceSynced” set to true.
Let us know how this helps, and whether or not we can see the project.