Attempting to add an instance to an Instance Static Mesh Component at runtime through code causes the editor to crash.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) FQuat NewRot; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) FTransform NewTrans; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) UInstancedStaticMeshComponent* InstMeshComp;
InstMeshComp = CreateDefaultSubobject<UInstancedStaticMeshComponent>(TEXT("InstMeshComp"));
NewRot.X = 45;
NewRot.Y = 45;
NewRot.Z = 45;
NewRot.W = 45;
NewTrans.SetLocation(FVector(0, 0, 0));
NewTrans.SetRotation(NewRot);
InstMeshComp->AddInstance(NewTrans);
Result:
Editor crashes with callstack
Expected:
Instance of 1M_Cube is added and given the desired rotation
MachineId:7156C35640F86204E61B8383F45DEE17 EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c Assertion failed: IsRotationNormalized() [File:d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\math\TransformVectorized.h] [Line: 1257] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440] UE4Editor_Engine!UInstancedStaticMeshComponent::SetupNewInstanceData() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1657] UE4Editor_Engine!UInstancedStaticMeshComponent::AddInstance() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1428] UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:164] UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:623] UE4Editor_Engine!AGameMode::SetMatchState() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:733] UE4Editor_Engine!AGameMode::StartMatch() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:600] UE4Editor_Engine!UWorld::BeginPlay() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\world.cpp:3218] UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:293] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3250] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2346] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1103] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1246] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:368] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2775] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\build\++ue4+release-4.12+compile\sync\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
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Head over to the existing Questions & Answers thread and let us know what's up.
7 |
Component | UE - Graphics Features |
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Affects Versions | 4.12.5 |
Target Fix | 4.13 |
Created | Aug 9, 2016 |
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Resolved | Aug 9, 2016 |
Updated | May 2, 2018 |