See UDN(308147): [Link Removed]
> UE4Editor-Engine.dll!USceneComponent::AttachToComponent(USceneComponent * Parent, const FAttachmentTransformRules & AttachmentRules, FName SocketName) Line 1897 C+> UE4Editor-Engine.dll!USceneComponent::AttachToComponent(USceneComponent * Parent, const FAttachmentTransformRules & AttachmentRules, FName SocketName) Line 1897 C UE4Editor-Engine.dll!USceneComponent::OnRegister() Line 674 C UE4Editor-Engine.dll!UPrimitiveComponent::OnRegister() Line 606 C UE4Editor-Engine.dll!USkinnedMeshComponent::OnRegister() Line 491 C UE4Editor-Engine.dll!USkeletalMeshComponent::OnRegister() Line 531 C UE4Editor-Engine.dll!UActorComponent::ExecuteRegisterEvents(FRegisterComponentContext * Context) Line 1525 C UE4Editor-Engine.dll!UActorComponent::RegisterComponentWithWorld(UWorld * InWorld, FRegisterComponentContext * Context) Line 1223 C UE4Editor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext * Context) Line 4619 C UE4Editor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts, FRegisterComponentContext * Context) Line 1097 C UE4Editor-Engine.dll!UWorld::UpdateWorldComponents(bool bRerunConstructionScripts, bool bCurrentLevelOnly, FRegisterComponentContext * Context) Line 1968 C UE4Editor-UnrealEd.dll!UEditorEngine::InitializeNewlyCreatedInactiveWorld(UWorld * World) Line 7368 C UE4Editor-UnrealEd.dll!UEditorEngine::OnAssetLoaded(UObject * Asset) Line 7332 C [Inline Frame] UE4Editor-UnrealEd.dll!Invoke(void(UEditorEngine::)(UObject *)) Line 65 C [Inline Frame] UE4Editor-UnrealEd.dll!UE4Tuple_Private::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(UEditorEngine::)(UObject *) &) Line 299 C UE4Editor-UnrealEd.dll!TBaseUObjectMethodDelegateInstance<0,UEditorEngine,void _cdecl(UObject *),FDefaultDelegateUserPolicy>::ExecuteIfSafe(UObject * <Params_0>) Line 611 C [Inline Frame] UE4Editor-CoreUObject.dll!TMulticastDelegate<void __cdecl(UObject *),FDefaultDelegateUserPolicy>::Broadcast(UObject *) Line 955 C UE4Editor-CoreUObject.dll!EndLoad(FUObjectSerializeContext * LoadContext) Line 1777 C UE4Editor-CoreUObject.dll!LoadPackageInternal::_l77::<lambda>() Line 1257 C UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 1363 C UE4Editor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 1458 C UE4Editor-CoreUObject.dll!ResolveName(UObject * & InPackage, FString & InOutName, bool Create, bool Throw, unsigned int LoadFlags, const FLinkerInstancingContext * InstancingContext) Line 787 C UE4Editor-CoreUObject.dll!StaticLoadObjectInternal(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 849 C UE4Editor-CoreUObject.dll!StaticLoadObject(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 924 C+
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-113689 in the post.
23 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.26, 5.1 |
Target Fix | 5.4 |
Fix Commit | 24434098 |
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Created | Apr 16, 2021 |
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Resolved | Dec 8, 2023 |
Updated | Dec 15, 2023 |