# \#cdo

**URL:** https://forums.unrealengine.com/tag/cdo/6989.md

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## [Expose Class Default Object Editor via Content Browser](https://forums.unrealengine.com/t/expose-class-default-object-editor-via-content-browser/2662091)

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**Author:** [@codx](https://forums.unrealengine.com/u/codx)\
**Replies:** 0\
**Last updated:** [October 3, 2025, 4:47pm UTC](https://forums.unrealengine.com/t/expose-class-default-object-editor-via-content-browser/2662091 "2025-10-03T16:47:58Z")

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:memo: Feature Request: Editor for Class Default Object (CDO) Accessible via Content Browser :small\_blue\_diamond: Context Unreal Engine already exposes a tree-view of C++ classes in the Content Browser, which serves as a…

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## [Questions about CDO in the documentation](https://forums.unrealengine.com/t/questions-about-cdo-in-the-documentation/2509955)

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**Author:** [@Sulleyyyyyy](https://forums.unrealengine.com/u/Sulleyyyyyy)\
**Replies:** 3\
**Last updated:** [May 14, 2025, 3:14pm UTC](https://forums.unrealengine.com/t/questions-about-cdo-in-the-documentation/2509955 "2025-05-14T15:14:01Z")

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Hi, I found that in the documentation there is a sentence saying “All C++ UObjects are initialized on engine startup, and the engine calls their default constructor.”. Does this mean that all C++ UObjects with a default …

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## [Setting TSubclassOf\<\> property in config](https://forums.unrealengine.com/t/setting-tsubclassof-property-in-config/315930)

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**Author:** [@anonymous\_user\_eed5b8341](https://forums.unrealengine.com/u/anonymous_user_eed5b8341)\
**Replies:** 3\
**Last updated:** [August 7, 2023, 11:57am UTC](https://forums.unrealengine.com/t/setting-tsubclassof-property-in-config/315930 "2023-08-07T11:57:14Z")

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Hi, I’ve extended the UAISense\_Sight by deriving from it by a UAISense\_SightNew class. Now the UAISenseConfig\_Sight has a property TSubclassOf\< UAISense\_Sight \> Implementation; where the default value of this property i…

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## [CDO Constrcutor failed to find WidgetBlueprint](https://forums.unrealengine.com/t/cdo-constrcutor-failed-to-find-widgetblueprint/351468)

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**Author:** [@tomgn](https://forums.unrealengine.com/u/tomgn)\
**Replies:** 6\
**Last updated:** [June 11, 2023, 10:58am UTC](https://forums.unrealengine.com/t/cdo-constrcutor-failed-to-find-widgetblueprint/351468 "2023-06-11T10:58:04Z")

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Hi, in my GameMode.cpp I load a WidgetBlueprint as follows: static ConstructorHelpers::FObjectFinder\<UBlueprint\> Blueprint2(TEXT("WidgetBlueprint'/Game/StarterContent/custom/widget/HUDWidget.HUDWidget'")); widgetClas…

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## [Blueprint nativization crash with CDO error](https://forums.unrealengine.com/t/blueprint-nativization-crash-with-cdo-error/462380)

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**Author:** [@zsoltvagyok](https://forums.unrealengine.com/u/zsoltvagyok)\
**Replies:** 1\
**Last updated:** [September 22, 2021, 1:15am UTC](https://forums.unrealengine.com/t/blueprint-nativization-crash-with-cdo-error/462380 "2021-09-22T01:15:07Z")

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I have a blueprint + cpp project in 4.24 (was upgraded from 4.20). It works perfectly without blueprint nativization, however if exclusive nativization is turned on, it crashes right after start. The packaging completes …

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## [USceneComponents created at runtime are invisible](https://forums.unrealengine.com/t/uscenecomponents-created-at-runtime-are-invisible/480316)

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**Author:** [@CresCoJeff](https://forums.unrealengine.com/u/CresCoJeff)\
**Replies:** 3\
**Last updated:** [March 24, 2021, 9:05am UTC](https://forums.unrealengine.com/t/uscenecomponents-created-at-runtime-are-invisible/480316 "2021-03-24T09:05:38Z")

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I’m new to UE4 and have stumbled across something related to CDOs that I don’t understand: my task was to have a Component (UIounTorchComponent) orbitting an Actor (relationship established via constructors) and then at …

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## [Reload CDO values from package?](https://forums.unrealengine.com/t/reload-cdo-values-from-package/456797)

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**Author:** [@broly](https://forums.unrealengine.com/u/broly)\
**Replies:** 0\
**Last updated:** [October 11, 2019, 9:14am UTC](https://forums.unrealengine.com/t/reload-cdo-values-from-package/456797 "2019-10-11T09:14:57Z")

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My aim is make difficulty system that will edit CDO values for any specified class. It’s fastest way to make any properties that will dependent to difficulty by game designer (Class. Property name. Modifier - mult/add). …

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## [Warning at launch: Can't find M\_SimpleTranslucent.M\_SimpleTranslucent](https://forums.unrealengine.com/t/warning-at-launch-cant-find-m-simpletranslucent-m-simpletranslucent/440476)

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**Author:** [@anonymous\_user\_089a4978](https://forums.unrealengine.com/u/anonymous_user_089a4978)\
**Replies:** 6\
**Last updated:** [July 17, 2019, 10:50pm UTC](https://forums.unrealengine.com/t/warning-at-launch-cant-find-m-simpletranslucent-m-simpletranslucent/440476 "2019-07-17T22:50:48Z")

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I upgraded my project from 4.15 to 4.20. But now, I am getting the warning dialog below when app launches on iOS. What can be wrong with this? It is somehow trying to read wrong file right? How can I fix this? Message …

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## [CDO errors on Win64 packaged builds with Paper2D and LeapMotionController plugins disabled](https://forums.unrealengine.com/t/cdo-errors-on-win64-packaged-builds-with-paper2d-and-leapmotioncontroller-plugins-disabled/319295)

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**Author:** [@Allar](https://forums.unrealengine.com/u/Allar)\
**Replies:** 3\
**Last updated:** [March 23, 2019, 5:20am UTC](https://forums.unrealengine.com/t/cdo-errors-on-win64-packaged-builds-with-paper2d-and-leapmotioncontroller-plugins-disabled/319295 "2019-03-23T05:20:15Z")

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As of 4.8 Preview 3 and possibly earlier, packaging a blueprint only project with Paper2D and LeapMotionController disabled results in CDO errors for those plugins. This is related to Error: CDO Constructor Failed to fi…

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## [Having issues with CDO Constructor Warnings](https://forums.unrealengine.com/t/having-issues-with-cdo-constructor-warnings/429844)

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**Author:** [@anonymous\_user\_941ff9e6](https://forums.unrealengine.com/u/anonymous_user_941ff9e6)\
**Replies:** 0\
**Last updated:** [July 20, 2018, 1:00pm UTC](https://forums.unrealengine.com/t/having-issues-with-cdo-constructor-warnings/429844 "2018-07-20T13:00:15Z")

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So I accidentally deleted a blueprint which an animgraph was relying on, and somehow also deleted the first person cross-hair texture. Afterwards, I re factored and organized my content browser. Now whenever I launch the…

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## [Changing Code of C++ Constructor not effect to Blueprint class](https://forums.unrealengine.com/t/changing-code-of-c-constructor-not-effect-to-blueprint-class/416070)

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**Author:** [@anonymous\_user\_0aae6d111](https://forums.unrealengine.com/u/anonymous_user_0aae6d111)\
**Replies:** 3\
**Last updated:** [February 1, 2018, 4:54pm UTC](https://forums.unrealengine.com/t/changing-code-of-c-constructor-not-effect-to-blueprint-class/416070 "2018-02-01T16:54:41Z")

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Constructor code: I have a blueprint class, which is derived from this C++ Class (AFPSAIGuard). If I comment the line with adding new delegate to event, for example, OnHearNoise and after compile by hot-reload, or c…

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## [How can I modify the initialized member value of UParticle System by using ClassDefaultObject when Particle system asset created](https://forums.unrealengine.com/t/how-can-i-modify-the-initialized-member-value-of-uparticle-system-by-using-classdefaultobject-when-particle-system-asset-created/412035)

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**Author:** [@anonymous\_user\_8fedb731](https://forums.unrealengine.com/u/anonymous_user_8fedb731)\
**Replies:** 1\
**Last updated:** [December 12, 2017, 7:51am UTC](https://forums.unrealengine.com/t/how-can-i-modify-the-initialized-member-value-of-uparticle-system-by-using-classdefaultobject-when-particle-system-asset-created/412035 "2017-12-12T07:51:17Z")

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Hello guys, How can I modify the initialized member value of UParticle System by using ClassDefaultObject when Particle system asset created. From the google I found that every types of object uses the CDO to initialize…

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## [How to recreate a CDO on demand?](https://forums.unrealengine.com/t/how-to-recreate-a-cdo-on-demand/329540)

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**Author:** [@Algorithman](https://forums.unrealengine.com/u/Algorithman)\
**Replies:** 1\
**Last updated:** [December 12, 2017, 7:44am UTC](https://forums.unrealengine.com/t/how-to-recreate-a-cdo-on-demand/329540 "2017-12-12T07:44:38Z")

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I’m working on a plugin and i need to recreate the CDO of a BlueprintGeneratedClass. How can i do this? (I dont know yet if i have to do this for the SKEL’s too, because the editor breaks atm)

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## [Why do I get CDO Errors?](https://forums.unrealengine.com/t/why-do-i-get-cdo-errors/409875)

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**Author:** [@Napoleonite](https://forums.unrealengine.com/u/Napoleonite)\
**Replies:** 6\
**Last updated:** [November 18, 2017, 11:06am UTC](https://forums.unrealengine.com/t/why-do-i-get-cdo-errors/409875 "2017-11-18T11:06:16Z")

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The code below works but throws CDO errors. Even though none of those values are null, not even when stepping through it when starting the UE4-editor through VS2017 and even though it works, I still get those errors. Als…

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## [Loading a BP class asset without loading the associated textures/meshes it uses?](https://forums.unrealengine.com/t/loading-a-bp-class-asset-without-loading-the-associated-textures-meshes-it-uses/403158)

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**Author:** [@The\_Beej](https://forums.unrealengine.com/u/The_Beej)\
**Replies:** 0\
**Last updated:** [August 29, 2017, 9:08am UTC](https://forums.unrealengine.com/t/loading-a-bp-class-asset-without-loading-the-associated-textures-meshes-it-uses/403158 "2017-08-29T09:08:16Z")

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I want to asynchronously load BP CDOs to access their default UProperty values without also loading the actual texture/mesh/sound assets the components use. I have a procedural generation system that decides what to gene…

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## [Pulling widget data from a UUserWidget CDO's contents](https://forums.unrealengine.com/t/pulling-widget-data-from-a-uuserwidget-cdos-contents/394978)

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**Author:** [@Teiwaz](https://forums.unrealengine.com/u/Teiwaz)\
**Replies:** 2\
**Last updated:** [May 30, 2017, 8:52pm UTC](https://forums.unrealengine.com/t/pulling-widget-data-from-a-uuserwidget-cdos-contents/394978 "2017-05-30T20:52:26Z")

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I need to search through a TAssetSubclassOf and extract some data which is a property of a UWidget which is somewhere in the tree of widgets used in the specified UUserWidget. I was thinking I could just iterate through…

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## [Is there a Blueprint compile event?](https://forums.unrealengine.com/t/is-there-a-blueprint-compile-event/394653)

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**Author:** [@Cedric\_Schaff](https://forums.unrealengine.com/u/Cedric_Schaff)\
**Replies:** 2\
**Last updated:** [May 26, 2017, 5:49pm UTC](https://forums.unrealengine.com/t/is-there-a-blueprint-compile-event/394653 "2017-05-26T17:49:18Z")

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I made a custom editor module for one of my Actor. Is there a way to bind a delegate to the blueprint editor compile event. I would like to propagate the change to all instances from the CDO only in case of successful c…

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## [Propagate change of tmap in a IDetailCustomization](https://forums.unrealengine.com/t/propagate-change-of-tmap-in-a-idetailcustomization/394243)

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**Author:** [@Cedric\_Schaff](https://forums.unrealengine.com/u/Cedric_Schaff)\
**Replies:** 1\
**Last updated:** [May 22, 2017, 1:09pm UTC](https://forums.unrealengine.com/t/propagate-change-of-tmap-in-a-idetailcustomization/394243 "2017-05-22T13:09:35Z")

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In a DetailCustomization, i have a TMap I would like to programmatically propagate change of a property of the struct of the edited CDO to every instances (the one in viewport in particular). So far i tried PostEditCh…

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## [Property edit widgets and FComponentVisualizers in CDOs](https://forums.unrealengine.com/t/property-edit-widgets-and-fcomponentvisualizers-in-cdos/371184)

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**Author:** [@Teiwaz](https://forums.unrealengine.com/u/Teiwaz)\
**Replies:** 8\
**Last updated:** [September 29, 2016, 12:57pm UTC](https://forums.unrealengine.com/t/property-edit-widgets-and-fcomponentvisualizers-in-cdos/371184 "2016-09-29T12:57:36Z")

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I’m getting some weird behavior in some component functionality I’m implementing in the editor, and I’m hoping someone might have some insight. So, here’s my setup: I have a component. The component has an FTransform U…

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## [Default Property warnings and errors](https://forums.unrealengine.com/t/default-property-warnings-and-errors/337038)

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**Author:** [@Scontreras](https://forums.unrealengine.com/u/Scontreras)\
**Replies:** 1\
**Last updated:** [August 26, 2016, 11:38am UTC](https://forums.unrealengine.com/t/default-property-warnings-and-errors/337038 "2016-08-26T11:38:32Z")

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All of a sudden getting this warning when starting UE 4.9: Default Property warnings and errors: Error: CDO Constructor (LeapMotionImageComponent): Failed to find /Engine/BasicShapes/Cube Error: CDO Constructor (LeapM…

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## [Ensure condition failed: !ActorCDO-\>bExchangedRoles](https://forums.unrealengine.com/t/ensure-condition-failed-actorcdo-bexchangedroles/325476)

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**Author:** [@MADHOUSE](https://forums.unrealengine.com/u/MADHOUSE)\
**Replies:** 5\
**Last updated:** [August 22, 2016, 6:32pm UTC](https://forums.unrealengine.com/t/ensure-condition-failed-actorcdo-bexchangedroles/325476 "2016-08-22T18:32:23Z")

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This error shows up in log and repeats a few times, I noticed it after packaging my project, altho packaging does not fail. This error must have been around for some time. (dont know if its 4.8 specific) What does this …

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## [Warning/Errors Messages at startup (Android Shipping build)?](https://forums.unrealengine.com/t/warning-errors-messages-at-startup-android-shipping-build/367621)

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**Author:** [@tefica](https://forums.unrealengine.com/u/tefica)\
**Replies:** 1\
**Last updated:** [August 22, 2016, 2:44pm UTC](https://forums.unrealengine.com/t/warning-errors-messages-at-startup-android-shipping-build/367621 "2016-08-22T14:44:39Z")

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Hello, I would like to be sure if warning and errors messages are deactivated on distribution build for end users ? Google developer console has a bug reports functionality, it take screen capture and video capture fro…

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## [Failed to patch linker table for blueprint CDO](https://forums.unrealengine.com/t/failed-to-patch-linker-table-for-blueprint-cdo/335868)

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**Author:** [@zompi2](https://forums.unrealengine.com/u/zompi2)\
**Replies:** 2\
**Last updated:** [April 25, 2016, 9:31pm UTC](https://forums.unrealengine.com/t/failed-to-patch-linker-table-for-blueprint-cdo/335868 "2016-04-25T21:31:52Z")

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Hi. At some point of making a game I started receiving the warning on my Level04Gym\_maponly.umap: Failed to patch linker table for blueprint CDO Default\_\_SKEL\_Level04GymLow\_maponly\_C Failed to patch linker table for bl…

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## [Blueprint CDO contains removed component from parent class](https://forums.unrealengine.com/t/blueprint-cdo-contains-removed-component-from-parent-class/315750)

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**Author:** [@BrainDx](https://forums.unrealengine.com/u/BrainDx)\
**Replies:** 6\
**Last updated:** [September 10, 2015, 6:53pm UTC](https://forums.unrealengine.com/t/blueprint-cdo-contains-removed-component-from-parent-class/315750 "2015-09-10T18:53:56Z")

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We have a bunch of blueprint classes derived from a single C++ class. We also have some code that inspects CDOs in editor in order to check what components a given class uses. It appears that if a component is removed …

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## [Error: CDO Constructor Failed to find long list of engine and paper 2d components](https://forums.unrealengine.com/t/error-cdo-constructor-failed-to-find-long-list-of-engine-and-paper-2d-components/314214)

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**Author:** [@anonymous\_user\_94f619d91](https://forums.unrealengine.com/u/anonymous_user_94f619d91)\
**Replies:** 3\
**Last updated:** [June 30, 2015, 3:18pm UTC](https://forums.unrealengine.com/t/error-cdo-constructor-failed-to-find-long-list-of-engine-and-paper-2d-components/314214 "2015-06-30T15:18:29Z")

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Can you try deleting your Saved directory in your project directory? If that doesn’t work, try removing Intermediate (if you have a code based project), and rebuild. Also, check out: Did you recently change the sett…

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## [\[4.6\] Launch Crash / Errors](https://forums.unrealengine.com/t/4-6-launch-crash-errors/301009)

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**Author:** [@anonymous\_user\_fc4c82b6](https://forums.unrealengine.com/u/anonymous_user_fc4c82b6)\
**Replies:** 2\
**Last updated:** [December 8, 2014, 9:48pm UTC](https://forums.unrealengine.com/t/4-6-launch-crash-errors/301009 "2014-12-08T21:48:13Z")

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Hello! I’ve recently upgraded to 4.6 and when deploying to Android my App crashes instantly, is there a way to see mobile logs? (I can see the file system of the phone, but where is the actual log?) So I tried to launc…
