Hello.
Someone else also experiencing crashing due blueprints while editing / compiling the blueprints?
I was now creating some blueprint script, which was operating with Construction script, in which i dynamically appended new blueprint objects via Add ChildActorComponent.
But then, if i was changing the blueprint, it caused the editor to crash, if the object of the blueprint i was editing was on the scene - Or to be more specific, once i did hit Compile (or Simulate) button of the blueprint editor.
This way i experienced like 20 crashes in last 10 mins. (Then i found out that the crash is related with this problem).
After lot of work i made my blueprint working, but for example anyway, althought the blueprint is working as it should, once i finished the blueprint and placed the correctly working blueprint on the scene, i experienced the crash again.
After editor restart, when i added object to scene again, it didnt crash.
Thanks,
L.
This is one of these exception (appeared after i modified blueprint and hit compile)
Unknown exception - code 00000001
(first/second chance not available)Assertion failed:
((UObject*)ContainerPtr)->IsA((UClass*)GetOuter())
[File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h]
[Line: 351] ‘trailTrigger_C_0’ is of
class 'trailTriggerKERNELBASE + 23544 bytes
UE4Editor_Core + 3009491 bytes
UE4Editor_Core + 1775834 bytes
UE4Editor_Core + 1703568 bytes
UE4Editor_CoreUObject + 1404154 bytes
UE4Editor_CoreUObject + 1319538 bytes
UE4Editor_CoreUObject + 1405214 bytes
UE4Editor_CoreUObject + 1324507 bytes
UE4Editor_CoreUObject + 1322544 bytes
UE4Editor_Engine + 1613887 bytes
UE4Editor_Engine + 1489007 bytes
UE4Editor_Engine + 1656387 bytes
UE4Editor_Engine + 1604822 bytes
UE4Editor_CoreUObject + 1104793 bytes
UE4Editor_UnrealEd + 8502087 bytes
UE4Editor_Kismet + 1040592 bytes
UE4Editor_Kismet + 793736 bytes
UE4Editor_Kismet + 813213 bytes
UE4Editor_Engine + 822211 bytes
UE4Editor_KismetCompiler + 339778
bytes UE4Editor_KismetCompiler +
341900 bytes UE4Editor_KismetCompiler
- 340734 bytes UE4Editor_UnrealEd + 8733626 bytes UE4Editor_UnrealEd +
3626073 bytes UE4Editor_UnrealEd +
3694825 bytes UE4Editor_UnrealEd +
1517752 bytes UE4Editor_UnrealEd +
5564758 bytes
UE4Editor!FEngineLoop::Tick() + 3410
bytes
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launchengineloop.cpp:2084]
UE4Editor!GuardedMain() + 476 bytes
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26
bytes
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:207]
UE4Editor!__tmainCRTStartup() + 329
bytes
[f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
Now after UE restart, i did hit Play button, and another exception:
Renaming an object (trailTrigger_C
//Game//Maps//UEDPIE_0_l1.l1:PersistentLevel.trailTrigger_C_21)
on top of an existing object
(trailTrigger_C
//Game//Maps//UEDPIE_0_l1.l1:PersistentLevel.trailTrigger_C_24)
is not allowed
And now same exception as above, and i just manually changed public INT variable in pin input field, in blueprint (using SET)