I decided for some unknown reason to use Visual Studio to debug the Build/Windows/Binaries/Win64/Faboratory.exe file instead of the Build/Windows/Faboratory.exe that I had been working with.
Finally - a callstack!
The problem seems to be either in the fact that I have defined a TMap in the MultiplayerTypes.h file:
#pragma once
UENUM(BlueprintType, Meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor = “true”))
enum class EMultiplayerType : uint8
{
EMT_SinglePlayer = 0,
EMT_MultiplayerFriendsOnly = 1,
EMT_MultiplayerPublic = 2
};ENUM_RANGE_BY_COUNT(EMultiplayerType, EMultiplayerType::EMT_MultiplayerPublic);
namespace MultiplayerType
{
const TMap<EMultiplayerType, FText> MultiplayerTypeTexts
{
{ EMultiplayerType::EMT_SinglePlayer, FText::FromStringTable(“/Game/Assets/Localisation/MenuStrings”, TEXT(“L_SinglePlayerOffline”)) },
{ EMultiplayerType::EMT_MultiplayerFriendsOnly, FText::FromStringTable(“/Game/Assets/Localisation/MenuStrings”, TEXT(“L_MultiplayerFriendsOnly”)) },
{ EMultiplayerType::EMT_MultiplayerPublic, FText::FromStringTable(“/Game/Assets/Localisation/MenuStrings”, TEXT(“L_MultiplayerPublic”)) }
};
}
or in Localization. The MenuStrings table exists at the location referred to in the code, and the Keys are all present. In the meantime, I shall refactor this const TMap out and see if that fixes the problem.