When you place a Skeletal Mesh using a Simulated Physics Asset into a Blueprint, check Always create a Physics State and Save BP, crash.
[Link Removed]
Also reproduced in Main Promotable-CL-2599540
UPDATE- from Lina,
For me, it crashed when I change the state of the flag. But at the end same callstack . My callstack is below.
I'm not sure why Simulated root matters in this case. [Image Removed]
---------------------------------------------------
RESULTS: CRASH
EXPECTED: No CRASH
------------------------------------------
> UE4Editor-Engine-Win64-Debug.dll!TIndexedContainerIterator<TArray<USceneComponent * __ptr64,FDefaultAllocator>,USceneComponent * __ptr64,int>::operator*() Line 87 C++
UE4Editor-Engine-Win64-Debug.dll!`anonymous namespace'::RegisterInstancedComponent(UActorComponent * InstancedComponent) Line 30 C++
UE4Editor-Engine-Win64-Debug.dll!USimpleConstructionScript::ExecuteScriptOnActor(AActor * Actor, const FTransform & RootTransform, bool bIsDefaultTransform) Line 528 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 466 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::RerunConstructionScripts() Line 366 C++
UE4Editor-Engine-Win64-Debug.dll!UActorComponent::ConsolidatedPostEditChange(const FPropertyChangedEvent & PropertyChangedEvent) Line 549 C++
UE4Editor-Engine-Win64-Debug.dll!UActorComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 561 C++
UE4Editor-Engine-Win64-Debug.dll!USceneComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 276 C++
UE4Editor-Engine-Win64-Debug.dll!UPrimitiveComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 602 C++
UE4Editor-Engine-Win64-Debug.dll!USkinnedMeshComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 374 C++
UE4Editor-Engine-Win64-Debug.dll!USkeletalMeshComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 395 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::PropagatePostEditChange(TArray<UObject *,FDefaultAllocator> & AffectedObjects, FPropertyChangedChainEvent & PropertyChangedEvent) Line 452 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::PostEditChangeChainProperty(FPropertyChangedChainEvent & PropertyChangedEvent) Line 340 C++
UE4Editor-Engine-Win64-Debug.dll!UActorComponent::PostEditChangeChainProperty(FPropertyChangedChainEvent & PropertyChangedEvent) Line 569 C++
UE4Editor-Engine-Win64-Debug.dll!USceneComponent::PostEditChangeChainProperty(FPropertyChangedChainEvent & PropertyChangedEvent) Line 287 C++
UE4Editor-Engine-Win64-Debug.dll!UPrimitiveComponent::PostEditChangeChainProperty(FPropertyChangedChainEvent & PropertyChangedEvent) Line 695 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyNode::NotifyPostChange(FPropertyChangedEvent & InPropertyChangedEvent, FNotifyHook * InNotifyHook) Line 1979 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::ImportText(const TArray<FObjectBaseAddress,FDefaultAllocator> & InObjects, const TArray<FString,FDefaultAllocator> & InValues, FPropertyNode * InPropertyNode, unsigned int Flags) Line 446 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::ImportText(const FString & InValue, FPropertyNode * InPropertyNode, unsigned int Flags) Line 297 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::ImportText(const FString & InValue, unsigned int Flags) Line 199 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyHandleBool::SetValue(const bool & NewValue, unsigned int Flags) Line 2357 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!SPropertyEditorBool::OnCheckStateChanged(ECheckBoxState InNewState) Line 84 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,TTypeWrapper<void> __cdecl(enum ECheckBoxState)>::Execute(ECheckBoxState <Params_0>) Line 282 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,void __cdecl(enum ECheckBoxState)>::ExecuteIfSafe(ECheckBoxState <Params_0>) Line 390 C++
UE4Editor-Slate-Win64-Debug.dll!TBaseDelegate<void,enum ECheckBoxState>::ExecuteIfBound(ECheckBoxState <Params_0>) Line 519 C++
UE4Editor-Slate-Win64-Debug.dll!SCheckBox::ToggleCheckedState() Line 285 C++
UE4Editor-Slate-Win64-Debug.dll!SCheckBox::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 183 C++
UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::ProcessMouseButtonUpEvent::__l18::<lambda>(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 4315 C++
UE4Editor-Slate-Win64-Debug.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) >(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::ProcessMouseButtonUpEvent::__l18::FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) & Lambda) Line 212 C++
UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent & MouseEvent) Line 4318 C++
UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button) Line 4278 C++
UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1403 C++
UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 1708 C++
UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 764 C++
UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 627 C++
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 678]
Array index out of bounds: 1 from an array of size 1
KERNELBASE.dll
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor-Core.dll!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor-Engine.dll!`anonymous namespace'::RegisterInstancedComponent() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\simpleconstructionscript.cpp:32]
UE4Editor-Engine.dll!USimpleConstructionScript::ExecuteScriptOnActor() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\simpleconstructionscript.cpp:525]
UE4Editor-Engine.dll!AActor::ExecuteConstruction() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actorconstruction.cpp:447]
UE4Editor-Engine.dll!AActor::FinishSpawning() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actor.cpp:2456]
UE4Editor-Engine.dll!AActor::PostSpawnInitialize() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actor.cpp:2447]
UE4Editor-Engine.dll!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\levelactor.cpp:354]
UE4Editor-Kismet.dll!FBlueprintEditor::UpdatePreviewActor() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:7355]
UE4Editor-Kismet.dll!FBlueprintEditor::Tick() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:6334]
UE4Editor-UnrealEd.dll!FTickableEditorObject::TickObjects() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\editorengine.cpp:1115]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\unrealedengine.cpp:364]
UE4Editor.exe!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\launchengineloop.cpp:2391]
UE4Editor.exe!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor.exe!__tmainCRTStartup() [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll
ntdll.dll
ntdll.dll
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does UMG set overlapping layouts?
How to properly terminate the DoWork thread function in FAsyncTask?
Why does the REMOVE method of map container remove elements have memory leaks?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Components |
---|---|
Affects Versions | 4.8, 4.8.1, 4.9 |
Target Fix | 4.9 |
Fix Commit | 2605792 |
---|
Created | Jun 25, 2015 |
---|---|
Resolved | Jun 30, 2015 |
Updated | Apr 27, 2018 |