I have a blueprint that has an instance editable variable that stores an actor containing arrays for saving procedural mesh information. I had a clean project and this was working and would let me select the actor in the editor, but out of nowhere it started freezing the editor with no crash logs saved. I tried deleting saved, intermediate folders, etc. I moved the project to my SSD. It wouldn’t load. So I created another clean project and migrated the blueprints for the proc mesh gen, and immediately upon selecting the actor reference for array storage it hangs the editor. No matter what I do. I even unplugged the code so that I know it’s only referencing it and not processing anything. I’m stumped guys and I have a deadline for work and can’t get this project to load. If you guys have any idea or know somewhere I can look for the log files I didn’t see any in my engine folder. Thank you thank you thank you
your project should have a folder called “Saved” and there should be files for “Logs” and “Crashes”
Thanks I did a google search and must have read something wrong. I was looking in the wrong spot. I am seeing the error now, just have to figure out why somethings not right now. Here are the logs…
ProcGenIsland.log (3.8 MB)
you need to validate your array before you use it, like this
if(HeightMapLocal.IsValidIndex(0))
{
}
I appears that it’s getting zero values for the arrays but I can’t tell if that’s the issue or another symptom.
Edit: I will try adding that validate in there for the check and let you know. Thank you!
I tried adding in a couple more validations but it didn’t change anything. Pretty much everything is already validating in the code, I try to do so as much as I can. It appears it’s creating another array storage actor here for some reason…
[2023.03.05-17.28.13:697][387]LogActorFactory: Actor Factory spawned Blueprint /Game/ProcGenIsland/Blueprints/BP_ArraysStorage.BP_ArraysStorage as actor: BP_ArraysStorage_C /Game/ProcGenIsland/Maps/ProcGenIsland.ProcGenIsland:PersistentLevel.BP_ArraysStorage_C_0
[2023.03.05-17.28.13:698][387]LogActorFactory: Actor Factory spawned Blueprint /Game/ProcGenIsland/Blueprints/BP_ArraysStorage.BP_ArraysStorage as actor: BP_ArraysStorage_C /Game/ProcGenIsland/Maps/ProcGenIsland.ProcGenIsland:PersistentLevel.BP_ArraysStorage_C_0
[2023.03.05-17.28.13:702][387]LogActorFactory: Loading ActorFactory Class /Script/Engine.LevelInstance
[2023.03.05-17.28.14:650][440]LogActorFactory: Actor Factory attempting to spawn BlueprintGeneratedClass /Game/ProcGenIsland/Blueprints/BP_ArraysStorage.BP_ArraysStorage_C
[2023.03.05-17.28.14:650][440]LogActorFactory: Actor Factory attempting to spawn BlueprintGeneratedClass /Game/ProcGenIsland/Blueprints/BP_ArraysStorage.BP_ArraysStorage_C
[2023.03.05-17.28.14:652][440]LogActorFactory: Actor Factory spawned Blueprint /Game/ProcGenIsland/Blueprints/BP_ArraysStorage.BP_ArraysStorage as actor: BP_ArraysStorage_C /Game/ProcGenIsland/Maps/ProcGenIsland.ProcGenIsland:PersistentLevel.BP_ArraysStorage_C_1
[2023.03.05-17.28.14:652][440]LogActorFactory: Actor Factory spawned Blueprint /Game/ProcGenIsland/Blueprints/BP_ArraysStorage.BP_ArraysStorage as actor: BP_ArraysStorage_C /Game/ProcGenIsland/Maps/ProcGenIsland.ProcGenIsland:PersistentLevel.BP_ArraysStorage_C_1
I posted a copy of the blueprint in question here… It seems to me like it’s in the code where I’m allowing the user to select noise complexity. Something isn’t in the right order of events or something. this is a fairly new section I’ve added
https://blueprintue.com/blueprint/iuycqfz0/
Edit: Oddly enough though, this code isn’t running until triggered by a generate function that is called manually right now with a button in editor panel.
I figured it out. I had a “Calculate Tangents for Mesh” node in my construction script that was causing the hang for some reason I can’t determine. Thanks for the help man!