If an AIPerception component is added to an actor and given one element set to either AI Hearing / AI Sight / AI Touch config then the game will crash once Request Stimuli Listener Update is called
Crash Reporter
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1. Open UE4 Editor (any project)
2. Create blueprint based on actor (MyActorBP)
3. Add AIPerception component
4. Add element to Senses Config and set it to AI Hearing config
5. In Event graph add Request Stimuli Listener Update node and wire into Begin Play
6. Compile the BP and add an instance to the level
7. PIE
Result:
Editor crashes on play when Request Stimuli Listener Update is called
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0 EpicAccountId:c807849e05a0413d99e379f2802cae9c Unknown exception - code 00000001 (first/second chance not available) "Assertion failed: PairId.IsValidId() [File:D:\Builds\InHouse\Release4.9Releasebranch\UE4-Releases\4.9\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 915] " UE4Editor_Core!FDebug::AssertFailed() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354] UE4Editor_AIModule!UAISense_Sight::OnListenerUpdateImpl() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\aimodule\private\perception\aisense_sight.cpp:469] UE4Editor_AIModule!TBaseUObjectMethodDelegateInstance<0,UAISense_Sight,void __cdecl(FPerceptionListener const & __ptr64)>::ExecuteIfSafe() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:772] UE4Editor_AIModule!UAIPerceptionSystem::OnListenerUpdate() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\aimodule\private\perception\aiperceptionsystem.cpp:156] UE4Editor_AIModule!UAIPerceptionSystem::UpdateListener() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\aimodule\private\perception\aiperceptionsystem.cpp:326] UE4Editor_CoreUObject!UFunction::Invoke() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195] UE4Editor_CoreUObject!UObject::CallFunction() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:484] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1755] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698] UE4Editor_CoreUObject!UObject::CallFunction() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:608] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1842] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698] UE4Editor_CoreUObject!UFunction::Invoke() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1050] UE4Editor_Engine!AActor::ProcessEvent() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\actor.cpp:580] UE4Editor_Engine!FInputActionHandlerDynamicSignature::Execute() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\classes\components\inputcomponent.h:93] UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\classes\components\inputcomponent.h:189] UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1113] UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\playercontroller.cpp:2276] UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\playercontroller.cpp:3713] UE4Editor_Engine!APlayerController::PlayerTick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\playercontroller.cpp:1945] UE4Editor_Engine!APlayerController::TickActor() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\playercontroller.cpp:3789] UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\actor.cpp:107] UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:141] UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779] UE4Editor_Core!FTaskThread::ProcessTasks() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539] UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\private\async\taskgraph.cpp:1140] UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:292] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206] UE4Editor_Engine!UWorld::RunTickGroup() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\leveltick.cpp:701] UE4Editor_Engine!UWorld::Tick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\engine\private\leveltick.cpp:1150] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\editor\unrealed\private\editorengine.cpp:1347] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366] UE4Editor!FEngineLoop::Tick() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428] UE4Editor!GuardedMain() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\builds\inhouse\release4.9releasebranch\ue4-releases\4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
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