I’m having an issue making a blueprint actor with a Niagara particle system component. I want to have the actor get destroyed when the particle system has finished. So, in my blueprint script I have something like this with no other nodes at all:
Once I have set a Niagara system asset and compile the blueprint, attempting to change any property of any other component on the actor crashes the editor (stack trace below). Note that I can change the properties of the Niagara particle system component without the editor crashing, but not, for example, its parent sphere collider:
I can do this exact thing with a Cascade particle system and there is no crash, so this might be a bug? Wonder if anyone else can reproduce this? I’m using UE 5.6.0 from the Epic Games Launcher.
Thanks in advance!
Cut down stack trace of the crash:
Assertion failed: IsThisNotNull(this, “AActor::ExecuteConstruction”) && IsValidChecked(this) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp] [Line: 796]
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:728]
UnrealEditor_Engine!AActor::ExecuteConstruction() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp:796]
UnrealEditor_Engine!AActor::RerunConstructionScripts() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp:596]
UnrealEditor_Engine!UActorComponent::ConsolidatedPostEditChange() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1339]
UnrealEditor_Engine!USceneComponent::PostEditChangeProperty() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp:662]
UnrealEditor_CoreUObject!UObject::PostEditChangeChainProperty() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:612]
UnrealEditor_Engine!UActorComponent::PostEditChangeChainProperty() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1397]
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