in 4.27 open this asset could not crash ,but 5.0.2 could get crashed
open project, in editor, open asset named "Player_Attack_0_0_Montage" ,then crash
> UnrealEditor-CoreUObject-Win64-Debug.dll!<lambda_7b5dca663335b606d45bf5fb6125359a>::operator()<FLogCategoryLogUObjectGlobals,wchar_t [109],wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *>(const FLogCategoryLogUObjectGlobals & LCategoryName, const wchar_t[109] & LFormat, const wchar_t * const & <UE_LOG_Args_0>, const wchar_t * const & <UE_LOG_Args_1>, const wchar_t * const & <UE_LOG_Args_2>, const wchar_t * const & <UE_LOG_Args_3>, const wchar_t * const & <UE_LOG_Args_4>) Line 2485 C+> UnrealEditor-CoreUObject-Win64-Debug.dll!<lambda_7b5dca663335b606d45bf5fb6125359a>::operator()<FLogCategoryLogUObjectGlobals,wchar_t [109],wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *>(const FLogCategoryLogUObjectGlobals & LCategoryName, const wchar_t[109] & LFormat, const wchar_t * const & <UE_LOG_Args_0>, const wchar_t * const & <UE_LOG_Args_1>, const wchar_t * const & <UE_LOG_Args_2>, const wchar_t * const & <UE_LOG_Args_3>, const wchar_t * const & <UE_LOG_Args_4>) Line 2485 C UnrealEditor-CoreUObject-Win64-Debug.dll!DispatchCheckVerify<void,<lambda_7b5dca663335b606d45bf5fb6125359a>,FLogCategoryLogUObjectGlobals,wchar_t [109],wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *,wchar_t const *>(StaticAllocateObject::_l64::<lambda_7b5dca663335b606d45bf5fb6125359a> && Inner, const FLogCategoryLogUObjectGlobals & <Args_0>, const wchar_t[109] & <Args_1>, const wchar_t * const & <Args_2>, const wchar_t * const & <Args_3>, const wchar_t * const & <Args_4>, const wchar_t * const & <Args_5>, const wchar_t * const & <Args_6>) Line 170 C UnrealEditor-CoreUObject-Win64-Debug.dll!StaticAllocateObject(const UClass * InClass, UObject * InOuter, FName InName, EObjectFlags InFlags, EInternalObjectFlags InternalSetFlags, bool bCanRecycleSubobjects, bool * bOutRecycledSubobject, UPackage * ExternalPackage) Line 2485 C UnrealEditor-CoreUObject-Win64-Debug.dll!StaticConstructObject_Internal(const FStaticConstructObjectParameters & Params) Line 3516 C UnrealEditor-UnrealEd-Win64-Debug.dll!NewObject<UObject>(UObject * Outer, const UClass * Class, FName Name, EObjectFlags Flags, UObject * Template, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph * InInstanceGraph, UPackage * ExternalPackage) Line 1405 C UnrealEditor-UnrealEd-Win64-Debug.dll!ReplaceObjectHelper(UObject * & OldObject, UClass * OldClass, UObject * & NewUObject, UClass * NewClass, TMap<UObject *,UObject *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UObject *,UObject *,0>> & OldToNewInstanceMap, TMap<UObject *,FName,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UObject *,FName,0>> & OldToNewNameMap, int OldObjIndex, TArray<UObject *,TSizedDefaultAllocator<32>> & ObjectsToReplace, TArray<UObject *,TSizedDefaultAllocator<32>> & PotentialEditorsForRefreshing, TSet<AActor *,DefaultKeyFuncs<AActor *,0>,FDefaultSetAllocator> & OwnersToRerunConstructionScript, TFunctionRef<TArray<USceneComponent *,TSizedDefaultAllocator<32>> & __cdecl(USceneComponent *)> GetAttachChildrenArray, bool bIsComponent, bool bArchetypesAreUpToDate) Line 1890 C UnrealEditor-UnrealEd-Win64-Debug.dll!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner(TMap<UClass *,UClass *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,UClass *,0>> & InOldToNewClassMap, UObject * InOriginalCDO, TSet<UObject *,DefaultKeyFuncs<UObject *,0>,FDefaultSetAllocator> * ObjectsThatShouldUseOldStuff, bool bClassObjectReplaced, bool bPreserveRootComponent, bool bArchetypesAreUpToDate, const TSet<UObject *,DefaultKeyFuncs<UObject *,0>,FDefaultSetAllocator> * InstancesThatShouldUseOldClass, bool bReplaceReferencesToOldClasses) Line 2357 C UnrealEditor-UnrealEd-Win64-Debug.dll!FBlueprintCompileReinstancer::BatchReplaceInstancesOfClass(TMap<UClass *,UClass *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,UClass *,0>> & InOldToNewClassMap, const FBatchReplaceInstancesOfClassParameters & Options) Line 1591 C UnrealEditor-Kismet-Win64-Debug.dll!FBlueprintCompilationManagerImpl::FlushReinstancingQueueImpl() Line 1714 C UnrealEditor-Kismet-Win64-Debug.dll!FlushReinstancingQueueImplWrapper() Line 3080 C UnrealEditor-CoreUObject-Win64-Debug.dll!FBlueprintSupport::FlushReinstancingQueue() Line 130 C UnrealEditor-CoreUObject-Win64-Debug.dll!EndLoad(FUObjectSerializeContext * LoadContext, TArray<UPackage *,TSizedDefaultAllocator<32>> * OutLoadedPackages) Line 1805 C UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackageInternal::_l58::<lambda>() Line 1264 C UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackageInternal(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1298 C UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackage(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1520 C UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 1500 C UnrealEditor-CoreUObject-Win64-Debug.dll!ResolveName(UObject * & InPackage, FString & InOutName, bool Create, bool Throw, unsigned int LoadFlags, const FLinkerInstancingContext * InstancingContext) Line 798 C UnrealEditor-CoreUObject-Win64-Debug.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 875 C UnrealEditor-CoreUObject-Win64-Debug.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 953 C UnrealEditor-ContentBrowserAssetDataSource-Win64-Debug.dll!FAssetData::GetAsset() Line 363 C+
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How does UMG set overlapping layouts?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-163922 in the post.
0 |
Component | UE - Gameplay - Blueprint Compiler |
---|---|
Affects Versions | 5.0.2 |
Target Fix | 5.1 |
Created | Sep 15, 2022 |
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Resolved | Oct 12, 2022 |
Updated | Jan 3, 2023 |