Hey there guys… don’t know if you could help me… but i’m trying to create Sequencer support to PaperZD and, although it’s been a bumpy ride, the core functionality is done on the EDITOR… but as always… when cooking the game something breaks… in this case the MovieSequencer SetupAndTearDown is failing a Check somewhere.
I can’t debug exactly which line is because even though i include the source code on the game… i cannot jump to where the breakpoint happens when attaching VS to the game (or even building a cooking Debug Build)
BUT!.. i got the stacktrace and is this one
Assertion failed: bIsValid [File:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Core\Public\Misc/InlineValue.h] [Line: 141]
It is an error to call GetValue() on an invalid TInlineValue. Please either check IsValid() or use Get(DefaultValue) instead.
ZD_415_Win64_DebugGame!FDebug::AssertFailed()
ZD_415_Win64_DebugGame!FMovieSceneRootEvaluationTemplateInstance::CallSetupTearDown()
ZD_415_Win64_DebugGame!FMovieSceneRootEvaluationTemplateInstance::Evaluate()
ZD_415_Win64_DebugGame!UMovieSceneSequencePlayer::UpdateMovieSceneInstance()
ZD_415_Win64_DebugGame!UMovieSceneSequencePlayer::PlayInternal()
ZD_415_Win64_DebugGame!UFunction::Invoke()
ZD_415_Win64_DebugGame!UObject::CallFunction()
ZD_415_Win64_DebugGame!UObject::ProcessContextOpcode()
ZD_415_Win64_DebugGame!UObject::ProcessInternal()
ZD_415_Win64_DebugGame!UObject::CallFunction()
ZD_415_Win64_DebugGame!UObject::ProcessInternal()
ZD_415_Win64_DebugGame!UFunction::Invoke()
ZD_415_Win64_DebugGame!UObject::ProcessEvent()
ZD_415_Win64_DebugGame!AActor::ProcessEvent()
ZD_415_Win64_DebugGame!UExporter::ExportToOutputDevice()
ZD_415_Win64_DebugGame!FInputActionHandlerDynamicSignature::Execute()
ZD_415_Win64_DebugGame!FInputActionUnifiedDelegate::Execute()
ZD_415_Win64_DebugGame!UPlayerInput::ProcessInputStack()
ZD_415_Win64_DebugGame!APlayerController::ProcessPlayerInput()
ZD_415_Win64_DebugGame!APlayerController::TickPlayerInput()
ZD_415_Win64_DebugGame!APlayerController::PlayerTick()
ZD_415_Win64_DebugGame!APlayerController::TickActor()
ZD_415_Win64_DebugGame!FActorTickFunction::ExecuteTick()
ZD_415_Win64_DebugGame!FTickFunctionTask:oTask()
ZD_415_Win64_DebugGame!TGraphTask::ExecuteTask()
ZD_415_Win64_DebugGame!FNamedTaskThread::ProcessTasksNamedThread()
ZD_415_Win64_DebugGame!FNamedTaskThread::ProcessTasksUntilQuit()
ZD_415_Win64_DebugGame!FTaskGraphImplementation::WaitUntilTasksComplete()
ZD_415_Win64_DebugGame!FTickTaskSequencer::ReleaseTickGroup()
ZD_415_Win64_DebugGame!FTickTaskManager::RunTickGroup()
ZD_415_Win64_DebugGame!UWorld::RunTickGroup()
ZD_415_Win64_DebugGame!UWorld::Tick()
ZD_415_Win64_DebugGame!UGameEngine::Tick()
ZD_415_Win64_DebugGame!FEngineLoop::Tick()
ZD_415_Win64_DebugGame!GuardedMain()
ZD_415_Win64_DebugGame!GuardedMainWrapper()
ZD_415_Win64_DebugGame!WinMain()
ZD_415_Win64_DebugGame!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
As you can see… it fails on a Get (map or array maybe)… this doesn’t happen on the Engine build… so it must be the case of something not cooking correctly (My custom tracks obviously).
I know it’s a stretch… but can someone point me in the right direction?
Cheers!