Hey guys,
i am creating a few hundred buildings via blueprint. Witch add static mesh component everything works fine, but when i replace the nodes with “add instance” everything works fine too, until i hit the play button. Then the editor crashes with the following:
MachineId:166108FB44C5A358B7AED7ABCA4B8919 EpicAccountId:
Unknown exception - code 00000001 (first/second chance not available)
Assertion failed: FromInst->OwnerComponent.Get() == NULL [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp] [Line: 2539]
KERNELBASE + 37901 bytes UE4Editor_Core + 3092349 bytes UE4Editor_Core + 1597688 bytes UE4Editor_Core + 1479058 bytes UE4Editor_Engine + 14028738 bytes UE4Editor_Engine + 4413679 bytes UE4Editor_Engine + 4230785 bytes UE4Editor_Engine + 4236415 bytes UE4Editor_Engine + 1444069 bytes UE4Editor_Engine + 1653288 bytes UE4Editor_Engine + 1585232 bytes UE4Editor_Engine + 4975247 bytes UE4Editor_Engine + 10031866 bytes UE4Editor_Engine + 9904864 bytes UE4Editor_Engine + 3804899 bytes UE4Editor_UnrealEd + 4271756 bytes UE4Editor_UnrealEd + 4561611 bytes UE4Editor_UnrealEd + 4660963 bytes UE4Editor_UnrealEd + 1801811 bytes UE4Editor_UnrealEd + 6686342 bytes UE4Editor!FEngineLoop::Tick() + 3876 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2214] UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launch.cpp:131] UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
Anyone got an idea? I really want to use the instance because it has a much better performance.
THX!