Using PostLoad in a class that has a Blueprint derived from it can result in a crash if the Blueprint is saved immediately before and after PIE.
CrashReporter Link: [Link Removed]
RESULT:
The Editor crashes.
EXPECTED:
The Blueprint is saved.
MachineId:926CC4CD4DE75FA30341E2895D619D6E
EpicAccountId:a8699c1a4f444c4b8f200c828fa9b9c7
Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad) [Link Removed] [Line: 102]
Detaching from existing linker for C:/Users/Tim.Lincoln/Desktop/UE4-detaching-linker-master/UE4-detaching-linker-master/Content/SomeCharacter.uasset while object W1PeriodicRegeneration /Game/SomeCharacter.Default__SomeCharacter_C:EnergyComponent.W1PeriodicRegeneration_1 needs loaded
UE4Editor_Core!FDebug::AssertFailed() [d:\main-builds\stream\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_CoreUObject!UObject::SetLinker() [d:\main-builds\stream\engine\source\runtime\coreuobject\private\uobject\uobjectlinker.cpp:102]
UE4Editor_CoreUObject!FLinkerLoad::Detach() [d:\main-builds\stream\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4159]
UE4Editor_CoreUObject!FLinkerManager::ResetLoaders() [d:\main-builds\stream\engine\source\runtime\coreuobject\private\uobject\linkermanager.cpp:112]
UE4Editor_CoreUObject!ResetLoadersForSave() [d:\main-builds\stream\engine\source\runtime\coreuobject\private\uobject\linker.cpp:744]
UE4Editor_CoreUObject!UPackage::Save() [d:\main-builds\stream\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3371]
UE4Editor_UnrealEd!UEditorEngine::Save() [d:\main-builds\stream\engine\source\editor\unrealed\private\editorengine.cpp:3889]
UE4Editor_UnrealEd!UEditorEngine::SavePackage() [d:\main-builds\stream\engine\source\editor\unrealed\private\editorengine.cpp:3946]
UE4Editor_UnrealEd!UEditorEngine::Exec_Obj() [d:\main-builds\stream\engine\source\editor\unrealed\private\editorserver.cpp:4409]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\main-builds\stream\engine\source\editor\unrealed\private\editorserver.cpp:5494]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\main-builds\stream\engine\source\editor\unrealed\private\unrealedsrv.cpp:744]
UE4Editor_UnrealEd!InternalSavePackage() [d:\main-builds\stream\engine\source\editor\unrealed\private\filehelpers.cpp:2552]
UE4Editor_UnrealEd!FEditorFileUtils::PromptForCheckoutAndSave() [d:\main-builds\stream\engine\source\editor\unrealed\private\filehelpers.cpp:3076]
UE4Editor_UnrealEd!FAssetEditorToolkit::SaveAsset_Execute() [d:\main-builds\stream\engine\source\editor\unrealed\private\toolkits\asseteditortoolkit.cpp:455]
UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<0,FAssetEditorToolkit,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\main-builds\stream\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<0,FAssetEditorToolkit,0,void __cdecl(void)>::ExecuteIfSafe() [d:\main-builds\stream\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:428]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() [d:\main-builds\stream\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >() [d:\main-builds\stream\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\main-builds\stream\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\main-builds\stream\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\main-builds\stream\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:268]
UE4Editor_Slate!<lambda_ec8ed861298bf5f48555d4b39e4a0d00>::operator()() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4502]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_ec8ed861298bf5f48555d4b39e4a0d00> >() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4505]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4909]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\main-builds\stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4885]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\main-builds\stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:1430]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\main-builds\stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:1735]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\main-builds\stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:719]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\main-builds\stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:641]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\main-builds\stream\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\main-builds\stream\engine\source\runtime\launch\private\launchengineloop.cpp:2594]
UE4Editor!GuardedMain() [d:\main-builds\stream\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\main-builds\stream\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\main-builds\stream\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-24472 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.9.2, 4.12 |
Target Fix | 4.11 |
Created | Dec 14, 2015 |
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Resolved | Feb 10, 2016 |
Updated | Apr 27, 2018 |