Need to close the editor, reopen, and resave content before deleting redirects.
Ensure occurs when the user triggers a redirected gameplay tag after the redirect has been deleted.
Similar ensure to [Link Removed].
Test Project: [Link Removed]
UE4Editor_GameplayTags!FGameplayTag::MatchesTag() gameplaytagcontainer.cpp:1087 UE4Editor_GameplayTags!UBlueprintGameplayTagLibrary::execMatchesTag() UE4Editor_CoreUObject!UFunction::Invoke() class.cpp:4502 UE4Editor_CoreUObject!UObject::CallFunction() scriptcore.cpp:721 UE4Editor_CoreUObject!UObject::ProcessContextOpcode() scriptcore.cpp:2153 UE4Editor_CoreUObject!UObject::execLetBool() scriptcore.cpp:2068 UE4Editor_CoreUObject!UObject::ProcessInternal() scriptcore.cpp:946 UE4Editor_CoreUObject!UObject::CallFunction() scriptcore.cpp:845 UE4Editor_CoreUObject!UObject::execVirtualFunction() scriptcore.cpp:2259 UE4Editor_CoreUObject!UObject::ProcessInternal() scriptcore.cpp:946 UE4Editor_CoreUObject!UFunction::Invoke() class.cpp:4502 UE4Editor_CoreUObject!UObject::ProcessEvent() scriptcore.cpp:1322 UE4Editor_Engine!AActor::ProcessEvent() actor.cpp:659 UE4Editor_Engine!AActor::ReceiveHit() UE4Editor_Engine!AActor::NotifyHit() actor.cpp:1342 UE4Editor_Engine!AActor::InternalDispatchBlockingHit() actor.cpp:2144 UE4Editor_Engine!AActor::DispatchBlockingHit() actor.cpp:2160 UE4Editor_Engine!UPrimitiveComponent::DispatchBlockingHit() primitivecomponent.cpp:1888 UE4Editor_Engine!UPrimitiveComponent::MoveComponentImpl() primitivecomponent.cpp:1833 UE4Editor_Engine!UMovementComponent::MoveUpdatedComponentImpl() movementcomponent.cpp:500 UE4Editor_Engine!UMovementComponent::SafeMoveUpdatedComponent() movementcomponent.cpp:537 UE4Editor_Engine!UProjectileMovementComponent::TickComponent() projectilemovementcomponent.cpp:147 UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_813da28c01a0b9c538759539d0a87b8d> >() actor.h:3024 UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() actorcomponent.cpp:761 UE4Editor_Engine!FTickFunctionTask::DoTask() ticktaskmanager.cpp:269 UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() taskgraphinterfaces.h:883 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:954 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:701 UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() taskgraph.cpp:1798 UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() ticktaskmanager.cpp:538 UE4Editor_Engine!FTickTaskManager::RunTickGroup() ticktaskmanager.cpp:1450 UE4Editor_Engine!UWorld::RunTickGroup() leveltick.cpp:750 UE4Editor_Engine!UWorld::Tick() leveltick.cpp:1361 UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1469 UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:391 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2960 UE4Editor!GuardedMain() launch.cpp:166 UE4Editor!GuardedMainWrapper() launchwindows.cpp:130 UE4Editor!WinMain() launchwindows.cpp:206 UE4Editor!__scrt_common_main_seh() exe_common.inl:264 kernel32!<Unknown> ntdll!<Unknown>
I am not able to find world outliner how to enable it?
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Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Why does the REMOVE method of map container remove elements have memory leaks?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-39156 in the post.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.15 |
Target Fix | 4.15 |
Created | Nov 29, 2016 |
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Resolved | Nov 30, 2016 |
Updated | May 8, 2020 |