User's are reporting that after updating to 5.0 the editor crashes on start up. This happens when converting an old project, creating a new project, or attempting to open a project. Some are reporting they were prompted to update their graphics drivers, and that the crashes happened after updating.
I was not able to reproduce with NVIDIA GeForce RTX 2080 SUPER with driver version 511 or 512.15(most recent).
This ticket was created after we received a high volume of user reports and crash reports
Expected Results:
Editor opens without crashing or a warning regarding the plugin needing to be updated appears.
Actual Results:
The editor crashes with an Assertion.
Best I can do for now.
Assertion failed: (TTraits::WithIdentical || TTraits::WithIdenticalViaEquality) [File:E:\UnrealEngine\UE_RelTestA\Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h] [Line: 1476] UnrealEditor-MegascansPlugin!7ffe038c0000 + 2ea59 UnrealEditor-CoreUObject!UScriptStruct::PrepareCppStructOps() [Class.cpp:2664] UnrealEditor-CoreUObject!UScriptStruct::UScriptStruct(FObjectInitializer const &,UScriptStruct *,UScriptStruct::ICppStructOps *,EStructFlags,unsigned __int64,unsigned __int64) [Class.cpp:2487] UnrealEditor-CoreUObject!UECodeGen_Private::ConstructUScriptStruct(UScriptStruct * &,UECodeGen_Private::FStructParams const &) [UObjectGlobals.cpp:4982] UnrealEditor-MegascansPlugin!Z_Construct_UScriptStruct_FTexturesList_Statics::NewStructOps() [MSAssetImportData.gen.cpp:781] UnrealEditor-CoreUObject!GetStaticStruct [UObjectBase.cpp:574] UnrealEditor-MegascansPlugin!7ffe038c0000 + 2a81c UnrealEditor-CoreUObject!static void UObjectLoadAllCompiledInStructs() [UObjectBase.cpp:877] UnrealEditor-CoreUObject!ProcessNewlyLoadedUObjects(FName,bool) [UObjectBase.cpp:917] UnrealEditor-CoreUObject!TBaseStaticDelegateInstance<void ,FDefaultDelegateUserPolicy>::ExecuteIfSafe(FName,bool) [DelegateInstancesImpl.h:731] UnrealEditor-Core!TMulticastDelegate<void ,FDefaultDelegateUserPolicy>::Broadcast(FName,bool) [DelegateSignatureImpl.inl:967] UnrealEditor-Core!FModuleManager::LoadModuleWithFailureReason(FName,EModuleLoadResult &,ELoadModuleFlags) [ModuleManager.cpp:558] UnrealEditor-Projects!FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type,TArray<FModuleDescriptor,TSizedDefaultAllocator<32> > const &,TMap<FName,EModuleLoadResult,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FName,EModuleLoadResult,0> > &) [ModuleDescriptor.cpp:690] UnrealEditor-Projects!FPluginManager::TryLoadModulesForPlugin(FPlugin const &,ELoadingPhase::Type) [PluginManager.cpp:1583] UnrealEditor-Projects!FPluginManager::LoadModulesForEnabledPlugins(ELoadingPhase::Type) [PluginManager.cpp:1658] UnrealEditor!7ff68c7f0000 + 25451 UnrealEditor!7ff68c7f0000 + 2866e UnrealEditor!7ff68c7f0000 + 20bbd UnrealEditor!7ff68c7f0000 + 20e8a UnrealEditor!7ff68c7f0000 + 23c4d UnrealEditor!7ff68c7f0000 + 35534 UnrealEditor!7ff68c7f0000 + 386e6 KERNEL32!7ffe6f730000 + 17034 ntdll!7ffe715d0000 + 4d0d1
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-148377 in the post.