"World" does not exist when the editor launches, you need to check World before accessing it.
[Link Removed]
In XCode, place a call to spawn a custom Actor in the game mode constructor instead of BeginPlay.
This apparently causes the editor
to get into an endless crash loop unless the Build, Binaries and Intermediate directories are deleted.
In XCode, place a call to spawn a custom Actor in the game mode constructor instead of BeginPlay.
UE4Editor-BirdGame-2008.dylib!TMulticastScriptDelegate<FWeakObjectPtr>::AddInternal() UE4Editor-BirdGame-2008.dylib!void TBaseDynamicMulticastDelegate<FWeakObjectPtr, void, AActor*, UPrimitiveComponent*, int, bool, FHitResult const&>::__Internal_AddDynamic<ABirdGameCharacter>() UE4Editor-Engine.dylib!AWorldSettings::NotifyBeginPlay() UE4Editor-Engine.dylib!AGameMode::HandleMatchHasStarted() UE4Editor-Engine.dylib!AGameMode::SetMatchState() UE4Editor-Engine.dylib!UWorld::BeginPlay() UE4Editor-Engine.dylib!UGameInstance::StartPIEGameInstance() UE4Editor-UnrealEd.dylib!UEditorEngine::CreatePIEGameInstance() UE4Editor-UnrealEd.dylib!UEditorEngine::PlayInEditor() UE4Editor-UnrealEd.dylib!UEditorEngine::StartQueuedPlayMapRequest() UE4Editor-UnrealEd.dylib!UEditorEngine::Tick() UE4Editor-UnrealEd.dylib!UUnrealEdEngine::Tick() UE4Editor!FEngineLoop::Tick() UE4Editor!GuardedMain() UE4Editor!<Unknown> UE4Editor-Core.dylib!<Unknown> Foundation!Unknown() libsystem_pthread.dylib!<Unknown> libsystem_pthread.dylib!<Unknown> libsystem_pthread.dylib!<Unknown>
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
I can't open my map from the editor.
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 | 4.10 |
Created | Mar 1, 2016 |
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Resolved | Mar 7, 2016 |
Updated | Jul 14, 2021 |