I posted this a couple of months ago or so, in the beta. I heard the beta questions were moved here but this one definately didn’t make it through.
Back then I got an answer saying the issue had been identified and resolved in the latest internal build at the time. Then we got the public release, I tried this again and the problem is still there.
On to the situation:
I have a C++ actor-extending class called PlaceActor, displayed as a simple box mesh. it represents a “place” that characters can live in, like a house. I’ve then set up some basic AI characters that look for an available place to live and grab it as their own, by assigning a pointer Actor var in the PlaceActor to be himself.
Now, I want to simulate this behavior and then save it by using the lovely ‘Keep Simulation Changes’ feature.
When I simulate, the AI guy goes find a home and if I click the home PlaceActor then I see the pointer (which is editor-exposed) to be correctly set as the character that now lives in it.
I then select the PlaceActor and press ‘K’ to keep the simulation changes, and the editor crashes. I tried keeping the simulation changes for both the PlaceActor and the Character as well, same result.
Making a simulation without keeping any simulation changes still works perfectly. Making it so that the pointer to the character isn’t assigned in the code and then keeping the simulation changes for the PlaceActor also works perfectly, meaning the issue is definately at that point.
Would you mind providing a sample of the code specifically in regards to when the place actor is activated and saved? This will help us to address the specific problem you are having. Thank you!
then I have an AIController-extending class that does an FActorIterator to move to the closest AEliumPlaceVolume, and calls ChangeOwnership(GetPawn()); onto the volume.
this is what I get in the Simulation if I select the Volume:
The AI that you are using to find homes, are they placed in the level already or are you dynamically spawning them? Further, could you post the crash logs and callstack so we can have a look? Thank you!
the AI characters have already been placed in the level, not spawned dynamically.
I will post the crash logs when I get home.
About the callstack, I cannot see it because I still don’t know how to run the engine in debug mode. I just found a thread explaining how do to it, so I’ll try that as well
finally got a chance to try to debug it again. but as I’m running from the installer version of UE4 and not the full-source GitHub version, I cannot properly see the problem. it says “launchengineloop.cpp not found”
and this once again makes it crash if I simulate, select the character, press K and stop simulation.
like last time, while simulating the property looks to be correct (but crashes after ending the simulation)
I know this setup might cause a circular dependency, which I’ll figure out later. but anyway for now I’m only doing either the house, or the character.
That was my mistake, I didn’t see the new posts up above so I thought that someone had accidentally opened this back up. Can you post your crashlogs here so I can have a look?
\Unreal Projects\PROJECT NAME\saved\logs\ and pull the saved logs from the time of the most recent crash it may help to get to the bottom of what is occurring. Thank you!
Do you have a sample project that you would be comfortable sharing with us so we can see this on our end. We attempted to recreate this on our end but have thus far been unsuccessful.
should I just send you my project? I don’t know if I have the kind of time to make a new project with a minimal implementation. but also I don’t want to publicly post my files. is there a private way?
otherwise I’m thinking maybe I should finally get around to have a github version of UE4, but I don’t want to have to maintain 2 engines