The PlayerCameraManager will cause the engine to crash if you set the first element to 'none' under the Camera Modifier.
1. Create a new blueprint referencing the 'PlayerCameraManager'
2. Under Camera Modifier set the first element to 'None'
3. Compile
4. Save
5. Close the blueprint
6. Reopen it
Result: The editor crashes
Expected: The blueprint should reopen
MachineId:0A9BCDC24E0396F81FBFED9C8AE56C61
EpicAccountId:cc55fade09134a3e8bf56bf29755c061
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: Class [Link Removed] [Line: 1098]
NewObject called with a nul
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_Engine!NewObject<UCameraModifier>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\public\uobject\uobjectglobals.h:1100]
UE4Editor_Engine!APlayerCameraManager::AddNewCameraModifier() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\playercameramanager.cpp:634]
UE4Editor_Engine!APlayerCameraManager::PostInitializeComponents() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\playercameramanager.cpp:736]
UE4Editor_Engine!AActor::PostActorConstruction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\actor.cpp:2480]
UE4Editor_Engine!AActor::FinishSpawning() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\actor.cpp:2460]
UE4Editor_Engine!AActor::PostSpawnInitialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\actor.cpp:2449]
UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\levelactor.cpp:348]
UE4Editor_Kismet!FBlueprintEditor::UpdatePreviewActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditor.cpp:7306]
UE4Editor_Kismet!FBlueprintEditor::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditor.cpp:6328]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1111]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.8.2 |
Target Fix | 4.9 |
Fix Commit | 2621581 |
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Release Commit | 2621584 |
Created | Jul 14, 2015 |
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Resolved | Jul 15, 2015 |
Updated | Apr 27, 2018 |