Crash when incorrectly calling the parent constructor
UCLASS() class CODELEARNING_API ACTestActor : public ATestActor { GENERATED_BODY() ACTestActor(); };
ACTestActor::ACTestActor() { ATestActor::ATestActor(); }
Expected: The user would be given a warning for improper calling of the parent's constructor
Result: Project crashes
MachineId:E74C21034048BDD873CC6C9A3913CF6C EpicAccountId:ccbf39de6f9245c0aa23f8e57cc8a566 Unknown exception - code 00000001 (first/second chance not available) "Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2071] UO UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374] UE4Editor_CoreUObject!UObject::UObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2072] UE4Editor_Engine!AActor::AActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:48] UE4Editor_CodeLearning_4116!ATestE::ATestE() [c:\users\charlie.triplett\documents\unreal projects\codelearning\source\codelearning\teste.cpp:10] UE4Editor_CodeLearning_4116!AMyTestE::AMyTestE() [c:\users\charlie.triplett\documents\unreal projects\codelearning\source\codelearning\myteste.cpp:8] UE4Editor_CoreUObject!UClass::CreateDefaultObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\class.cpp:2657] UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:658] UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:752] UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921] UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:809] UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\modules\modulemanager.cpp:426] UE4Editor_Core!FModuleManager::LoadModule() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\modules\modulemanager.cpp:298] UE4Editor_HotReload!FHotReloadModule::DoHotReloadInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:706] UE4Editor_HotReload!FHotReloadModule::DoHotReloadFromIDE() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1242] UE4Editor_HotReload!FHotReloadModule::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1178] UE4Editor_Core!FTicker::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\containers\ticker.cpp:79] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2546] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
How to delete some elements correctly when deleting an array loop?
How does TArray loop correctly remove elements in blueprints?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
UMG RichText not appear image when packaged
How to implement springarm components to scale according to mouse position in spawn?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Foundation - Core |
---|---|
Affects Versions | 4.10.4 |
Created | Mar 23, 2016 |
---|---|
Resolved | Mar 25, 2016 |
Updated | Jul 14, 2021 |