It looks like maybe CheckDefaultSubobjectsInternal() isn't set up to handle non-native (i.e. Blueprint) class types? As well as AActor::CheckActorComponents() perhaps?
1. Create a new (blank) project.
2. Modify DefaultEngine.ini with:
[Core.Log]
LogCheckSubobjects=Error
3. Launch the editor. Several errors should now appear of the form:
LogCheckComponents:Error: Component archetype is not the CDO nor a default subobject of my class.
Followed by an assertion in UObject::CheckDefaultSubobjectsInternal():
CompCheck(OtherReferencedSubobjects.Num() == 0);
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
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?
An error occurred while trying to generate project files !?
Why doesn't the collision diminish when the collision radius decreases?
How does UMG set overlapping layouts?
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-30888 in the post.
3 |
Component | UE - Gameplay - Blueprint |
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Created | May 17, 2016 |
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Resolved | Feb 14, 2018 |
Updated | May 4, 2023 |