I crashed my project because I stupidly created a circular reference in one of my files, or because I used a direct object instead of a pointer to another C++ class, and got the following error.
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 3696]
UObject() constructor called but it's not the object that's currently being constructed with NewObject. Maybe you are trying to construct it on the stack, which is not supported.
UnrealEditor_CoreUObject!UObject::UObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3697]
UnrealEditor_Engine!AActor::AActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:173]
UnrealEditor_MakeBedTest_2028!ACPP_Room::ACPP_Room() [C:\Users\repti\OneDrive\Documents\Unreal Projects\MakeBedTest\Source\MakeBedTest\CPP_Room.cpp:10]
UnrealEditor_MakeBedTest_2028!ACPP_Hotel_Guest::ACPP_Hotel_Guest() [C:\Users\repti\OneDrive\Documents\Unreal Projects\MakeBedTest\Source\MakeBedTest\CPP_Hotel_Guest.cpp:10]
UnrealEditor_CoreUObject!UClass::CreateDefaultObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4882]
UnrealEditor_CoreUObject!UClass::InternalCreateDefaultObjectWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5492]
UnrealEditor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:811]
UnrealEditor_CoreUObject!ProcessNewlyLoadedUObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:907]
UnrealEditor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:779]
UnrealEditor_Core!TMulticastDelegate<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:1079]
UnrealEditor_Core!FModuleManager::LoadModuleWithFailureReason() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:821]
UnrealEditor_Projects!FModuleDescriptor::LoadModulesForPhase() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\ModuleDescriptor.cpp:754]
UnrealEditor_Projects!FProjectManager::LoadModulesForProject() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\ProjectManager.cpp:62]
UnrealEditor!FEngineLoop::LoadStartupModules() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4702]
UnrealEditor!FEngineLoop::PreInitPostStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3959]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:144]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I’ve since fixed the issue in Visual Studio (completely deleted the reference), but am still getting this error on launch, which I assume means that it’s looking at an older version of the files somehow and must be in one of the .dll, .pdb, or .exp files. When I deleted the 3 latest ones, it says, “[PROJECT_NAME] could not be compiled. Try rebuilding from source manually.”
But when I build in Visual Studio, no .dll, .pdb, or .exp files are generated.
How can I either 1) regenerate those files using the new versions of the source code that for some reason, UE5.5 refuses to look at or, 2) get UE5.5 to look at an older, working version of the .dll, .pdb, and .exp files?
Thanks!