Hi All
I have a USphereComponent on an Actor, that is used to generate overlap events. It usually works for a while, after placing in a level, then at some point it breaks. On opening the editor I get a failed import message for it. Then when I try and open the actor BP the editor crashes. In debug mode I get this in the stack;
> UE4Editor-RRDevelop-Win64-DebugGame.dll!ARRStaticFigureNode::OnBeginOverlap(AActor * Other, UPrimitiveComponent * OtherComp, int OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult) Line 241 C++
UE4Editor-RRDevelop-Win64-DebugGame.dll!ARRStaticFigureNode::execOnBeginOverlap(FFrame & Stack, void * const Z_Param__Result) Line 32 C++
UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 4195 C++
UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1046 C++
UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 580 C++
UE4Editor-Engine.dll!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>(void * Parameters) Line 459 C++
UE4Editor-Engine.dll!FComponentBeginOverlapSignature_DelegateWrapper(const TMulticastScriptDelegate<FWeakObjectPtr> & ComponentBeginOverlapSignature, AActor * OtherActor, UPrimitiveComponent * OtherComp, int OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult) Line 96 C++
UE4Editor-Engine.dll!UPrimitiveComponent::BeginComponentOverlap(const FOverlapInfo & OtherOverlap, bool bDoNotifies) Line 1984 C++
UE4Editor-Engine.dll!UPrimitiveComponent::UpdateOverlaps(const TArray<FOverlapInfo,FDefaultAllocator> * NewPendingOverlaps, bool bDoNotifies, const TArray<FOverlapInfo,FDefaultAllocator> * OverlapsAtEndLocation) Line 2425 C++
UE4Editor-Engine.dll!USceneComponent::UpdateOverlaps(const TArray<FOverlapInfo,FDefaultAllocator> * PendingOverlaps, bool bDoNotifies, const TArray<FOverlapInfo,FDefaultAllocator> * OverlapsAtEndLocation) Line 1917 C++
UE4Editor-Engine.dll!UPrimitiveComponent::UpdateOverlaps(const TArray<FOverlapInfo,FDefaultAllocator> * NewPendingOverlaps, bool bDoNotifies, const TArray<FOverlapInfo,FDefaultAllocator> * OverlapsAtEndLocation) Line 2449 C++
UE4Editor-Engine.dll!AActor::PostActorConstruction() Line 2679 C++
UE4Editor-Engine.dll!AActor::FinishSpawning(const FTransform & UserTransform, bool bIsDefaultTransform) Line 2578 C++
UE4Editor-Engine.dll!AActor::PostSpawnInitialize(const FTransform & UserSpawnTransform, AActor * InOwner, APawn * InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction) Line 2534 C++
UE4Editor-Engine.dll!UWorld::SpawnActor(UClass * Class, const FTransform * UserTransformPtr, const FActorSpawnParameters & SpawnParameters) Line 430 C++
UE4Editor-Engine.dll!UWorld::SpawnActor(UClass * Class, const FVector * Location, const FRotator * Rotation, const FActorSpawnParameters & SpawnParameters) Line 267 C++
UE4Editor-Kismet.dll!FBlueprintEditor::UpdatePreviewActor(UBlueprint * InBlueprint, bool bInForceFullUpdate) Line 7437 C++
UE4Editor-Kismet.dll!FBlueprintEditor::Tick(float DeltaTime) Line 6416 C++
UE4Editor-UnrealEd.dll!FTickableEditorObject::TickObjects(float DeltaSeconds) Line 15 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1116 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 366 C++
UE4Editor.exe!FEngineLoop::Tick() Line 2428 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 189 C++
It hangs on the line;
APawn* PlayerPawn = Controller->GetPawn();
In the OnBeginOverlap event. Obviously the game isnt running, I’m simply opening the BP in the editor.
Thanks!
EDIT:
> "Assertion failed: InvocationList[
> CurFunctionIndex ] != InDelegate
> [File:C:\Users\Robbie\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Core\Public\UObject\ScriptDelegat
>
> UE4Editor_Core!FDebug::AssertFailed()
> [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
> UE4Editor_RRDevelop!TMulticastScriptDelegate<FWeakObjectPtr>::AddInternal()
> [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\core\public\uobject\scriptdelegates.h:501]
> UE4Editor_RRDevelop!TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,AActor
> * __ptr64,UPrimitiveComponent * __ptr64,int,bool,FHitResult const & __ptr64>::__Internal_AddDynamic<ANarrator>()
> [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1014]
> UE4Editor_RRDevelop!ANarrator::BeginPlay()
> [c:\users\robbie\documents\unreal
> projects\rrdevelop\source\rrdevelop\narrator.cpp:139]
> UE4Editor_Engine!AWorldSettings::NotifyBeginPlay()
> [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\engine\private\worldsettings.cpp:132]
> UE4Editor_Engine!AGameMode::HandleMatchHasStarted()
> [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\engine\private\gamemode.cpp:605]
> UE4Editor_Engine!AGameMode::SetMatchState()
> [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\engine\private\gamemode.cpp:721]
> UE4Editor_Engine!AGameMode::StartMatch()
> [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\engine\private\gamemode.cpp:582]
> UE4Editor_RRDevelop!ARRDevelopGameMode::StartPlay()
> [c:\users\robbie\documents\unreal
> projects\rrdevelop\source\rrdevelop\rrdevelopgamemode.cpp:39]
> UE4Editor_Engine!UWorld::BeginPlay()
> [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\engine\private\world.cpp:3050]
> UE4Editor_Engine!UGameInstance::StartPIEGameInstance()
> [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\engine\private\gameinstance.cpp:273]
> UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance()
> [c:\users\robbie\documents\github\unrealengine\engine\source\editor\unrealed\private\playlevel.cpp:3020]
> UE4Editor_UnrealEd!UEditorEngine::PlayInEditor()
> [c:\users\robbie\documents\github\unrealengine\engine\source\editor\unrealed\private\playlevel.cpp:2295]
> UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest()
> [c:\users\robbie\documents\github\unrealengine\engine\source\editor\unrealed\private\playlevel.cpp:1012]
> UE4Editor_UnrealEd!UEditorEngine::Tick()
> [c:\users\robbie\documents\github\unrealengine\engine\source\editor\unrealed\private\editorengine.cpp:1244]
> UE4Editor_UnrealEd!UUnrealEdEngine::Tick()
> [c:\users\robbie\documents\github\unrealengine\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
> UE4Editor!FEngineLoop::Tick() [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
> UE4Editor!GuardedMain() [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\launch\private\launch.cpp:142]
> UE4Editor!GuardedMainWrapper() [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
> UE4Editor!WinMain() [c:\users\robbie\documents\github\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]