I got a bug in 4.22, I have a bunch of python scripts that take a while to complete the execution.
After spawning a custom bp actor and a level sequence actor, I try to set the spawned level sequence actor as a property on the spawned custom bp actor and I got a stack overflow error.
sequence = unreal.EditorLevelLibrary.spawn_actor_from_object(some_sequence, loc, rot) actor = unreal.EditorLevelLibrary.spawn_actor_from_object(some_bp_actor, loc, rot) actor.set_editor_property("the_sequence", sequence)
After debugging I found that the problem on the FSequencer::GetHandleToObject function. The FMovieSceneObjectCache ObjectCaches is empty. From what I could test the ObjectCaches is set on the Tick function. If the ObjectCaches is empty, then the GetHandleToObject will call itself forever, and thus, the stack overflow.
So I’m wondering if there’s a way to make the editor tick without having to quit the python script. The workaround would be to make a timer on c++ and break my script execution in 2 parts, one before ticking and another after ticking.