Setting a UMG widget to be added to viewport when a volume is overlapped though code and creating a blueprint of this class causes the editor to crash when the blueprint is opened if the BP has a static mesh set inside the volume.
Result:
The editor crashes when attempting to re-open the blueprint
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0 EpicAccountId:c807849e05a0413d99e379f2802cae9c Access violation - code c0000005 (first/second chance not available) "" UE4Editor_UMG!UUserWidget::AddToScreen() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\umg\private\userwidget.cpp:465] UE4Editor_TestUserWidget!AUWActor::execOnOverlapBegin() [d:\projects\userprojects\uistuff\testuserwidget\source\testuserwidget\uwactor.h:11] UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1046] UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:580] UE4Editor_Engine!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\uobject\scriptdelegates.h:459] UE4Editor_Engine!FComponentBeginOverlapSignature_DelegateWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\classes\components\primitivecomponent.h:96] UE4Editor_Engine!UPrimitiveComponent::BeginComponentOverlap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2011] UE4Editor_Engine!UPrimitiveComponent::UpdateOverlaps() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2457] UE4Editor_Engine!UPrimitiveComponent::UpdateOverlaps() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2481] UE4Editor_Engine!AActor::PostActorConstruction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2679] UE4Editor_Engine!AActor::FinishSpawning() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2578] UE4Editor_Engine!AActor::PostSpawnInitialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2534] UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\levelactor.cpp:430] UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\levelactor.cpp:267] UE4Editor_Kismet!FBlueprintEditor::UpdatePreviewActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismet\private\blueprinteditor.cpp:7437] UE4Editor_Kismet!FBlueprintEditor::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismet\private\blueprinteditor.cpp:6416] UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\public\tickableeditorobject.h:15] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1116] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
I am not able to find world outliner how to enable it?
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?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Editor - UI Systems |
---|---|
Affects Versions | 4.9.2, 4.10 |
Target Fix | 4.13 |
Created | Oct 30, 2015 |
---|---|
Resolved | Jul 11, 2016 |
Updated | Apr 11, 2019 |