I have a really basic SButton defined in my plugin user interface, which calls a member function when clicked.
The project compiles without error but as soon as I access the editor plugin in UE4, the engine crashes.
At the moment I just want the button to return, and I cant even get it to do that ha! If I comment out the .OnClicked attribute then the project compiles and the editor plugin can be interacted with (though the button does nothing of course).
edit Additionally the Crash Reporter reports “No minidump found for this crash” edit submitted the crash report, MachineId:F74ED15B4909333BB3F9C9841C7DD770
Any help?
header
class FVASFVPluginEdModeToolkit : public FModeToolkit
{
public:
FVASFVPluginEdModeToolkit();
FReply GetPercentage();
};
cpp
FVASFVPluginEdModeToolkit::FVASFVPluginEdModeToolkit()
{
//rest of the UI code
SNew(SButton)
.Text(FText::FromString("Log Percentage"))
.OnClicked(this, &FVASFVPluginEdModeToolkit::GetPercentage)
//rest of the UI code
}
...
FReply FVASFVPluginEdModeToolkit::GetPercentage()
{
//do something
return FReply::Handled();
}
Crash Log
[2016.03.11-15.45.17:425][422]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2016.03.11-15.45.17:657][422]LogCrashTracker:
[2016.03.11-15.45.17:658][422]LogCrashTracker:
[2016.03.11-15.45.17:658][422]LogWindows:Error: === Critical error: ===
Assertion failed: SharedThis.Get() == this [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1093]
Are you able to reproduce the crash in a new project? If so can you list the steps to reproduce it? Was your plugin created manually or through the New Plugin wizard in the editor? If you used the editor to create the plugin, what template did you use for the plugin? Be sure to include as much information in your reproduction steps as possible.