Can't i use more than one FObjectFinder(UBlueprint) in the same project?

uced
Tue, 21 Oct 2014 18:46:30 +0000
Platform & Builds

Hi,

Not sure if it’s me not understanding something or a bug.

In my gamemode.cpp i declare the following:

static ConstructorHelpers::FObjectFinder<UBlueprint> PlayerControllerObjet(TEXT("Blueprint'/Game/player/BP_YagPlayerController.BP_YagPlayerController'"));

In my playercontroller.cpp i declare the following:

static ConstructorHelpers::FObjectFinder<UBlueprint> BP_YagPlayerObject(TEXT("Blueprint'/Game/player/BP_YagPlayer.BP_YagPlayer'"));

If only one is commented (//), i can compile and open the editor.

But if both are uncommented, i can compile, but i get a crash when trying to open the project.

Both references come from the “copy reference” in the editor (R-click on the BP), so they are correct.

Am i doing anything forbidden ?

Here are some parts of the crash reporter message:

[...]
Unknown exception - code 00000001 (first/second chance not available)
Assertion failed: Export.Object == NULL [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3111]
[...]
UE4Editor_yag!ConstructorHelpersInternal::FindOrLoadObject<UBlueprint>() + 552 bytes [c:\program files\unreal engine\4.5\engine\source\runtime\coreuobject\public\uobject\constructorhelpers.h:31]
UE4Editor_yag!ConstructorHelpers::FObjectFinder<UBlueprint>::FObjectFinder<UBlueprint>() + 192 bytes [c:\program files\unreal engine\4.5\engine\source\runtime\coreuobject\public\uobject\constructorhelpers.h:91]
UE4Editor_yag!AyagGameMode::AyagGameMode() + 77 bytes [c:\users\cedric\documents\unreal projects\yag\source\yag\yaggamemode.cpp:12]
[...]
UE4Editor_Projects + 85014 bytes
UE4Editor!FEngineLoop::LoadStartupModules() + 71 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:1754]
UE4Editor!FEngineLoop::PreInit() + 9213 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:1310]
UE4Editor!GuardedMain() + 236 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:112]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

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