access violation after I used GetNameSafe
(I can’t stable repeat it, but in 10% cases this happening).
FName::GetDisplayNameEntry(…) returned nullptr.
Problem entailed after try to get name of destroyed object.
GetNameSafe
returns the Object->GetName()
while GetName()
returns the GetFName().ToString()
and ToString
calls the ToString(Out)
and crashes after.
UE4Editor-Core.dll!FName::ToString()line 856 C++
UE4Editor-CoreUObject.dll!UObjectBaseUtility::GetName()line 345 C++
UE4Editor-sZoneDriver-9541-Win64-DebugGame.dll!GetNameSafe(const UObjectBaseUtility * Object)line 588 C++
UE4Editor-sZoneDriver-9541-Win64-DebugGame.dll!defer::l2::()line 174 C++
UE4Editor-sZoneDriver-9541-Win64-DebugGame.dll!TBaseFunctorDelegateInstance<TTypeWrapper cdecl(void),void (void) >::Execute()line 1127 C++
UE4Editor-Engine.dll!FTimerUnifiedDelegate::Execute()line 41 C++
UE4Editor-Engine.dll!FTimerManager::Tick(float DeltaTime)line 477 C++
UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds)line 1246 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode)line 1349 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode)line 368 C++
UE4Editor.exe!FEngineLoop::Tick()line 2775 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE * hInInstance, HINSTANCE * hPrevInstance, int nCmdShow)line 148 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow)line 189 C++