When DuplicateWorldForPIE is called and serializes the references in another AlwaysLoaded sublevel, the properties of a ChildActorComponent are confusingly inaccurate.
UE4Editor-Engine-Win64-Debug.dll!UChildActorComponent::Serialize(FArchive & Ar) Line 130 C++ UE4Editor-Engine-Win64-Debug.dll!FFixupSmartPointersForPIEArchive::operator<<(UObject * & Object) Line 3102 C++ UE4Editor-Core-Win64-Debug.dll!FBinaryArchiveFormatter::Serialize(UObject * & Value) Line 267 C++ UE4Editor-Core-Win64-Debug.dll!FStructuredArchiveSlot::operator<<(UObject * & Value) Line 508 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FObjectProperty::SerializeItem(FStructuredArchiveSlot Slot, void * Value, const void * Defaults) Line 98 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FProperty::SerializeBinProperty(FStructuredArchiveSlot Slot, void * Data, int ArrayIdx) Line 308 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UStruct::SerializeBin(FStructuredArchiveSlot Slot, void * Data) Line 1093 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::SerializeScriptProperties(FStructuredArchiveSlot Slot) Line 1474 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::Serialize(FStructuredArchiveRecord Record) Line 1377 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::Serialize(FArchive & Ar) Line 1262 C++ UE4Editor-Engine-Win64-Debug.dll!AActor::Serialize(FArchive & Ar) Line 716 C++ UE4Editor-Engine-Win64-Debug.dll!FFixupSmartPointersForPIEArchive::operator<<(UObject * & Object) Line 3102 C++ UE4Editor-Engine-Win64-Debug.exe.patch_0!operator<<(FArchive & Ar, TArray<AActor *,TSizedDefaultAllocator<32>> & A) Line 1186 C++ UE4Editor-Engine-Win64-Debug.exe.patch_0!ULevel::Serialize(FArchive & Ar) Line 459 C++ UE4Editor-Engine-Win64-Debug.dll!FFixupSmartPointersForPIEArchive::operator<<(UObject * & Object) Line 3102 C++ UE4Editor-Core-Win64-Debug.dll!FBinaryArchiveFormatter::Serialize(UObject * & Value) Line 267 C++ UE4Editor-Core-Win64-Debug.dll!FStructuredArchiveSlot::operator<<(UObject * & Value) Line 508 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FObjectProperty::SerializeItem(FStructuredArchiveSlot Slot, void * Value, const void * Defaults) Line 98 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FProperty::SerializeBinProperty(FStructuredArchiveSlot Slot, void * Data, int ArrayIdx) Line 308 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UStruct::SerializeBin(FStructuredArchiveSlot Slot, void * Data) Line 1093 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::SerializeScriptProperties(FStructuredArchiveSlot Slot) Line 1474 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::Serialize(FStructuredArchiveRecord Record) Line 1377 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::Serialize(FArchive & Ar) Line 1262 C++ UE4Editor-Engine-Win64-Debug.dll!UWorld::Serialize(FArchive & Ar) Line 403 C++ UE4Editor-Engine-Win64-Debug.dll!FFixupSmartPointersForPIEArchive::operator<<(UObject * & Object) Line 3102 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FArchiveUObject::SerializeSoftObjectPtr(FArchive & Ar, FSoftObjectPtr & Value) Line 79 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FArchiveUObject::operator<<(FSoftObjectPtr & Value) Line 28 C++ UE4Editor-Core-Win64-Debug.dll!FBinaryArchiveFormatter::Serialize(FSoftObjectPtr & Value) Line 282 C++ UE4Editor-Core-Win64-Debug.dll!FStructuredArchiveSlot::operator<<(FSoftObjectPtr & Value) Line 536 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FSoftObjectProperty::SerializeItem(FStructuredArchiveSlot Slot, void * Value, const void * Defaults) Line 60 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FProperty::SerializeBinProperty(FStructuredArchiveSlot Slot, void * Data, int ArrayIdx) Line 308 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UStruct::SerializeBin(FStructuredArchiveSlot Slot, void * Data) Line 1093 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::SerializeScriptProperties(FStructuredArchiveSlot Slot) Line 1474 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::Serialize(FStructuredArchiveRecord Record) Line 1377 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::Serialize(FArchive & Ar) Line 1262 C++ UE4Editor-Engine-Win64-Debug.exe.patch_0!ULevelStreaming::Serialize(FArchive & Ar) Line 358 C++ UE4Editor-Engine-Win64-Debug.dll!FFixupSmartPointersForPIEArchive::operator<<(UObject * & Object) Line 3102 C++ UE4Editor-Core-Win64-Debug.dll!FBinaryArchiveFormatter::Serialize(UObject * & Value) Line 267 C++ UE4Editor-Core-Win64-Debug.dll!FStructuredArchiveSlot::operator<<(UObject * & Value) Line 508 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FObjectProperty::SerializeItem(FStructuredArchiveSlot Slot, void * Value, const void * Defaults) Line 98 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FArrayProperty::SerializeItem(FStructuredArchiveSlot Slot, void * Value, const void * Defaults) Line 299 C++ UE4Editor-CoreUObject-Win64-Debug.dll!FProperty::SerializeBinProperty(FStructuredArchiveSlot Slot, void * Data, int ArrayIdx) Line 308 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UStruct::SerializeBin(FStructuredArchiveSlot Slot, void * Data) Line 1093 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::SerializeScriptProperties(FStructuredArchiveSlot Slot) Line 1474 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::Serialize(FStructuredArchiveRecord Record) Line 1377 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::Serialize(FArchive & Ar) Line 1262 C++ UE4Editor-Engine-Win64-Debug.dll!UWorld::Serialize(FArchive & Ar) Line 403 C++ UE4Editor-Engine-Win64-Debug.dll!FFixupSmartPointersForPIEArchive::operator<<(UObject * & Object) Line 3102 C++ UE4Editor-Engine-Win64-Debug.dll!UWorld::DuplicateWorldForPIE(const FString & PackageName, UWorld * OwningWorld) Line 3175 C++ > UE4Editor-Engine-Win64-Debug.exe.patch_0!ULevelStreaming::RequestLevel(UWorld * PersistentWorld, bool bAllowLevelLoadRequests, ULevelStreaming::EReqLevelBlock BlockPolicy) Line 963 C++ UE4Editor-Engine-Win64-Debug.exe.patch_0!ULevelStreaming::UpdateStreamingState::__l2::<lambda>() Line 552 C++ UE4Editor-Engine-Win64-Debug.exe.patch_0!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget) Line 627 C++ UE4Editor-Engine-Win64-Debug.dll!UWorld::UpdateLevelStreaming() Line 3427 C++ UE4Editor-Engine-Win64-Debug.dll!UGameViewportClient::Draw(FViewport * InViewport, FCanvas * SceneCanvas) Line 1564 C++ UE4Editor-Engine-Win64-Debug.dll!FViewport::Draw(bool bShouldPresent) Line 1559 C++ UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1919 C++ UE4Editor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426 C++ UE4Editor-Win64-Debug.exe!FEngineLoop::Tick() Line 4836 C++ UE4Editor-Win64-Debug.exe!EngineTick() Line 63 C++ UE4Editor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 172 C++ UE4Editor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 257 C++ [Inline Frame] UE4Editor-Win64-Debug.exe!invoke_main() Line 102 C++ UE4Editor-Win64-Debug.exe!__scrt_common_main_seh() Line 288 C++ kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-109407 in the post.
1 |
Component | UE - Networking |
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Affects Versions | 4.26 |
Target Fix | 5.0 |
Created | Feb 25, 2021 |
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Resolved | Dec 13, 2021 |
Updated | Jan 26, 2023 |