Generating call stack at run-time is time and memory consuming and it is disabled by default.
When compared to the information provided by the Crash Report window, the log files are not as detailed about what caused the crash.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Crash) AActor* CrashPtr; UFUNCTION(BlueprintCallable, Category = Crash) void CrashFunction();
void AMyActor::CrashFunction() { CrashPtr = nullptr; FVector TestVector = CrashPtr->GetActorLocation(); }
Result:
The information provided in the log is not as detailed as the information in the Crash Reporter window.
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Foundation - Core |
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Affects Versions | 4.9.2 |
Target Fix | 4.10 |
Created | Oct 26, 2015 |
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Resolved | Oct 28, 2015 |
Updated | Feb 5, 2017 |