I want to test my crash reporter if its connecting properly to the backend and is writing the error but i dont know how to crash the game on purpose.
I suppose you could make a while loop that never resolves and call that with an input key when playing the game…
Lol.
we all can do that any time we don’t need it to, but we have to think about how to do it when its needed
I would probably link an invalid engine to an input rather than a loop. But the loop works too. You can also just put in an invalid reference to something and call a function that requires it… delete an object then try to move it - may be a soft error and not a crash though. Other methods definitely more sound. So to speak.
I dont get it to crash. I tryd it with while loops, for loops and looping blueprint code but it seems my cpu is to good because i click on the button game lags for a half second and after it its back to normal. Even spamming the button does not crash the game.
Trying to move a deleted object gives only soft errors but does not crash the game and i dont get the other thing you mean i could try. Because if i try to link to in invalid object the compiler doesnt lets me compile the code.
Create a c++ blueprint function library class and add this:
UFUNCTION(Category="UnitTest", BlueprintCallable)
void DoTheKaboom()
{
check(0);
}
[USER=“434”]BrUnO XaVIeR[/USER] Thank you this worked! <3
Kind of odd that the loop produces a soft error?
maybe it’s not really an infinite loop? Or maybe its in an object that gets culled by the engine?
having a loop like that in the level BP usually crashes.
Same with loops in the character…