Hello everyone,
i have a huge problem and no idea where to find help, maybe i just don’t get it. Well sometimes rubberducking helps, but if you have an idea feel free to post
PlayerInventor.h
TMap<int32, AUsableActor*> Inv;
so i pick up the item (getting the item reference with a raytrace), then i call from PlayerCharacter the Inventory function
bool APlayerInventory::AddItem(AUsableActor* Item)
{
if (Item) {
if (Item->IsValidLowLevel())
{
Inv.Add(1, Item);
return true;
}
}
return false;
}
Following the call stack, it crashes @
UE4Editor-ProjektMacijo-Win64-DebugGame.dll!TSparseArray<TSetElement<TPair<int,AUsableActor * __ptr64> >,TSparseArrayAllocator<FDefaultAllocator,FDefaultBitArrayAllocator> >::AddUninitialized() Line 87 C++
UE4Editor-ProjektMacijo-Win64-DebugGame.dll!TSet<TPair<int,AUsableActor * __ptr64>,TDefaultMapKeyFuncs<int,AUsableActor * __ptr64,0>,FDefaultSetAllocator>::Emplace<TPairInitializer<int && __ptr64,AUsableActor * __ptr64 const & __ptr64> (TPairInitializer<int &&,AUsableActor * const &> && Args, bool * bIsAlreadyInSetPtr) Line 421 C++
UE4Editor-ProjektMacijo-Win64-DebugGame.dll!TMapBase<int,AUsableActor * __ptr64,FDefaultSetAllocator,TDefaultMapKeyFuncs<int,AUsableActor * __ptr64,0> >::Emplace<int,AUsableActor * __ptr64 const & __ptr64>(int && InKey, AUsableActor * const & InValue) Line 349 C++
UE4Editor-ProjektMacijo-Win64-DebugGame.dll!APlayerInventory::AddItem(AUsableActor * Item) Line 95 C++
And shows me the AddUninitialized() function (in the Set.h).
So there is some point with the allocation, but i have no ****ing idea what exactly
Please help me!
Have a nice evening / night
Greetz Mopfi