Also, I'm running into a more serious crash for some reason.
UObject* UClass::CreateDefaultObject()
{
if ( ClassDefaultObject == NULL )
{
ensureMsgf(!HasAnyClassFlags(CLASS_LayoutChanging), TEXT("Class named %s creating its CDO while changing its layout"), *GetName());
I have a Punch_Right_Into ability that seems to be compiling in the blueprint but one of the exports references itself, so when it attempts to create the default class for it, this ensure fails and crashes the game. Not sure what is causing this self reference.
callstack.txt
UObject* UClass::CreateDefaultObject()
{
if ( ClassDefaultObject == NULL )
{
ensureMsgf(!HasAnyClassFlags(CLASS_LayoutChanging), TEXT("Class named %s creating its CDO while changing its layout"), *GetName());
I have a Punch_Right_Into ability that seems to be compiling in the blueprint but one of the exports references itself, so when it attempts to create the default class for it, this ensure fails and crashes the game. Not sure what is causing this self reference.
callstack.txt
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