Engine version: 4.15.2
Steps to reproduce:
-
Create Basic code c++ project
-
Add c++ subclass of UHierarchicalInstancedStaticMeshComponent
-
Add property to your GameModeBase class (or any other class, but not to hierarchical instanced mesh subclass we created in step 2 ), this is just to trigger hot reload:
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 TestProperty;
4 Compile project in editor
5 Crash:
Assertion failed: IsValid() [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 826]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:1796]
UE4Editor_CoreUObject!FFindReferencersArchive::ResetPotentialReferencer() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\serialization\findreferencersarchive.cpp:90]
UE4Editor_UnrealEd!TFindObjectReferencers<UObject>::TFindObjectReferencers<UObject>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\public\serialization\findobjectreferencers.h:49]
UE4Editor_UnrealEd!FReplaceReferenceHelper::FindAndReplaceReferences() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:81]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1937]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1476]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceInner() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:682]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:913]
UE4Editor_HotReload!FHotReloadModule::ReinstanceClass() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\hotreload\private\hotreload.cpp:1271]
UE4Editor_HotReload!FHotReloadModule::ReinstanceClasses() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\hotreload\private\hotreload.cpp:1254]
UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:648]
UE4Editor_CoreUObject!TBaseMulticastDelegate<void>::Broadcast() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
UE4Editor_CoreUObject!UClassReplaceHotReloadClasses() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:720]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:858]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:471]
UE4Editor_Core!FModuleManager::LoadModule() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:330]
UE4Editor_HotReload!FHotReloadModule::DoHotReloadInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\hotreload\private\hotreload.cpp:856]
UE4Editor_HotReload!UE4Function_Private::TFunctionRefCaller<<lambda_845f9b2944b03bbc30be1e1f4a8d7f4b>,void __cdecl(TMap<FString,FString,FDefaultSetAllocator,TDefaultMapKeyFuncs<FString,FString,0> > const & __ptr64,bool,enum ECompilationResult::Type)>::Call() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\templates\function.h:245]
UE4Editor_HotReload!FHotReloadModule::CheckForFinishedModuleDLLCompile() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\hotreload\private\hotreload.cpp:1916]
UE4Editor_HotReload!FHotReloadModule::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\hotreload\private\hotreload.cpp:594]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1236]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32