This is not a regression.
After creating a C++ based Game Instance the Editor crashes if you compile twice then play and stop.
Expected Results:
PIE stops, and user can continue working in the Editor.
Actual Results:
Editor crashes.
[2022.01.24-20.35.35:451][521]LogWindows: Error: === Critical error: === [2022.01.24-20.35.35:451][521]LogWindows: Error: [2022.01.24-20.35.35:451][521]LogWindows: Error: Fatal error: [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Core/Private/Windows/WindowsPlatformMisc.cpp] [Line: 476] [2022.01.24-20.35.35:451][521]LogWindows: Error: Pure virtual function being called [2022.01.24-20.35.35:451][521]LogWindows: Error: [2022.01.24-20.35.35:451][521]LogWindows: Error: [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc89b42184 UnrealEditor-Core.dll!PureCallHandler() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp:478] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffcf3e36c44 VCRUNTIME140.dll!UnknownFunction [] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc9f2565f4 UnrealEditor-CoreUObject.dll!UGCObjectReferencer::AddReferencedObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Misc\GCObjectReferencer.cpp:27] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc9f3bbfde UnrealEditor-CoreUObject.dll!TFastReferenceCollector<FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,1>::ProcessObjectArray() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:890] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc9f392a11 UnrealEditor-CoreUObject.dll!TFastReferenceCollector<FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,1>::FCollectorTaskQueue::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:403] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc9f39b7e0 UnrealEditor-CoreUObject.dll!TGraphTask<TFastReferenceCollector<FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,1>::FCollectorTaskProcessorTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:960] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc894e759c UnrealEditor-Core.dll!<lambda_a1df8d36345249e213dfea2f6e603d11>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:268] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc894ef1f2 UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<48,bool>::TTaskDelegateImpl<<lambda_a1df8d36345249e213dfea2f6e603d11>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:156] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc894fac0c UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:351] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc894dde2d UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:219] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc89524eba UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:254] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc894ec88a UnrealEditor-Core.dll!UE4Function_Private::TFunctionRefCaller<<lambda_307fc9362df36c938efbf939ea95ce8f>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:548] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc8962603c UnrealEditor-Core.dll!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:65] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc89b4394b UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffc89b3c640 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:76] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffd026c7bd4 KERNEL32.DLL!UnknownFunction [] [2022.01.24-20.35.35:451][521]LogWindows: Error: [Callstack] 0x00007ffd02c6ced1 ntdll.dll!UnknownFunction [] [2022.01.24-20.35.35:451][521]LogWindows: Error: [2022.01.24-20.35.35:451][521]LogWindows: Error: Crash in runnable thread Background Worker #59
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-140090 in the post.
2 |
Component | UE - Foundation - Cpp Tools - Live Coding |
---|---|
Affects Versions | 5.0 |
Target Fix | 5.0 |
Created | Jan 24, 2022 |
---|---|
Resolved | Jan 28, 2022 |
Updated | Jan 28, 2022 |