Hi all,
I am making a game with a friend in ue5, using mostly c++ for the logic and we use github to share our work. First thing we did was to create a custom character and we also implemented movement for our character. Then we each have created a new branch :
- Mine was to implement a custom gravity : I created a custom characterMovementComponent which handle a custom gravity that i made, i attached this component to our custom Character so that our character class is using my custom CharacterMovementComponent.
- His was to add a model for our custom character : He created a blueprint that inherit from our character and he managed to have a model and a third person camera.
Then we merged everything together and when we clicked on start to play the game, everything worked perfectly, the gravity, the third person camera, all is fine. But We can’t open the blueprint he made, it crashes saying Exception thrown: read access violation.
Handle was 0x1D0.
When i mark my custom characterMovementComponent as abstract class, blueprint is accessible but the editor crashes when we hit the play button (that is normal). So technically we could, by marking the characterMovementComponent as abstract, change the blueprint, and then, as not abstract when we want to hit the play button; but I want to be able to change my blueprint ant hit the play button at the same build. (Every c++ class is blueprintable by the way).
I assume that there is a problem with the relation between c++ and blueprint but if someone has an idea to correct this, i would be very happy.