If SpawnActor is used with a class of an existing Actor that has a Procedural Mesh, the game will crash.
RESULT:
Spawner will use BP_ProceduralCube as template for SpawnActor causing crash.
EXPECTED:
Spawner can use BP_ProceduralCube as template for SpawnActor.
00000000262f0940() Unknown > UE4Editor-Engine.dll!DeferredPhysResourceCleanup() Line 556 C++ UE4Editor-Engine.dll!UWorld::SetupPhysicsTickFunctions(float DeltaSeconds) Line 142 C++ UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1269 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1408 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 371 C++ UE4Editor.exe!FEngineLoop::Tick() Line 2834 C++ UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 156 C++ UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 191 C++ [External Code]
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?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.13.1 |
Target Fix | 4.14 |
Created | Oct 17, 2016 |
---|---|
Resolved | Oct 18, 2016 |
Updated | Apr 27, 2018 |