Using a Macro to access a variable from another Actor causes a crash in Standalone. This does not seem to affect any other preview in editor, nor packaged games.
Reproduced in 4.7.6, 4.8 Preview 4, and Main (//depot/UE4/Promotable-CL-2578133)
Crash Report:
[Link Removed]
Call Stack:
UE4Editor_CoreUObject!UObject::execInstanceVariable() scriptcore.cpp:975
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() scriptcore.cpp:1451
UE4Editor_Engine!UKismetArrayLibrary::execArray_Length() kismetarraylibrary.h:364
UE4Editor_CoreUObject!UFunction::Invoke() class.cpp:3713
UE4Editor_CoreUObject!UObject::CallFunction() scriptcore.cpp:395
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() scriptcore.cpp:1451
UE4Editor_CoreUObject!UObject::ProcessInternal() scriptcore.cpp:602
UE4Editor_CoreUObject!UObject::CallFunction() scriptcore.cpp:516
UE4Editor_CoreUObject!UObject::ProcessInternal() scriptcore.cpp:602
UE4Editor_CoreUObject!UFunction::Invoke() class.cpp:3713
UE4Editor_CoreUObject!UObject::ProcessEvent() scriptcore.cpp:924
UE4Editor_Engine!AActor::ProcessEvent() actor.cpp:529
UE4Editor_Engine!UPlayerInput::ProcessInputStack() playerinput.cpp:1064
UE4Editor_Engine!APlayerController::ProcessPlayerInput() playercontroller.cpp:2367
UE4Editor_Engine!APlayerController::TickPlayerInput() playercontroller.cpp:3728
UE4Editor_Engine!APlayerController::PlayerTick() playercontroller.cpp:2045
UE4Editor_Engine!APlayerController::TickActor() playercontroller.cpp:3801
UE4Editor_Engine!FActorTickFunction::ExecuteTick() actor.cpp:119
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() ticktaskmanager.cpp:322
UE4Editor_Engine!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() taskgraphinterfaces.h:671
UE4Editor_Core!FTaskThread::ProcessTasks() taskgraph.cpp:428
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:271
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() taskgraph.cpp:984
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() taskgraphinterfaces.h:188
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() ticktaskmanager.cpp:187
UE4Editor_Engine!FTickTaskManager::RunTickGroup() ticktaskmanager.cpp:722
UE4Editor_Engine!UWorld::RunTickGroup() leveltick.cpp:696
UE4Editor_Engine!UWorld::Tick() leveltick.cpp:1114
UE4Editor_Engine!UGameEngine::Tick() gameengine.cpp:830
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2257
UE4Editor!GuardedMain() launch.cpp:142
UE4Editor!GuardedMainWrapper() launchwindows.cpp:126
UE4Editor!WinMain() launchwindows.cpp:202
1. Open a new Third Person template project
2. Open the ThirdPersonGameMode Blueprint
3. Add an integer array variable
4. Add an element with a default value of 1
5. Compile and save
6. Create a new Macro Library of type Actor
7. Add an output of type Integer Array
8. Get Game Mode > Cast To ThirdPersonGameMode (pure cast) > Get Integer Array > Output
9. Compile and save
10. Open the ThirdPersonCharacter Blueprint
11. Add an input key event
12. Get the Macro created in the previous steps
13. Get (Index 0) > Print String
14. Play in Standalone Mode
15. Press the input key
Result:
The Standalone Game crashes (the editor does not).
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.7.6, 4.8, 4.9 |
Target Fix | 4.9 |
Fix Commit | 2585062 |
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Created | Jun 8, 2015 |
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Resolved | Jun 12, 2015 |
Updated | Apr 27, 2018 |