User's project appears to crash when setting nativize assets to inclusive
Expected: Project would open without crashing
Result: Project crashes
EloHell_Win64_DebugGame!FAsyncPackage::FindExistingImport() EloHell_Win64_DebugGame!FAsyncPackage::LoadImports_Event() EloHell_Win64_DebugGame!FAsyncPackage::Event_StartImportPackages() EloHell_Win64_DebugGame!FStringAssetReference::operator==() EloHell_Win64_DebugGame!FAsyncLoadEventQueue::PopAndExecute() EloHell_Win64_DebugGame!FAsyncLoadingThread::ProcessAsyncLoading() EloHell_Win64_DebugGame!FAsyncLoadingThread::TickAsyncThread() EloHell_Win64_DebugGame!FAsyncLoadingThread::TickAsyncLoading() EloHell_Win64_DebugGame!FlushAsyncLoading() EloHell_Win64_DebugGame!ULevelStreaming::RequestLevel() EloHell_Win64_DebugGame!UWorld::UpdateLevelStreamingInner() EloHell_Win64_DebugGame!UWorld::UpdateLevelStreaming() EloHell_Win64_DebugGame!UGameViewportClient::Draw() EloHell_Win64_DebugGame!FViewport::Draw() EloHell_Win64_DebugGame!FSceneViewport::ResizeViewport() EloHell_Win64_DebugGame!FSceneViewport::ResizeFrame() EloHell_Win64_DebugGame!UGameEngine::SwitchGameWindowToUseGameViewport() EloHell_Win64_DebugGame!FDefaultGameMoviePlayer::WaitForMovieToFinish() EloHell_Win64_DebugGame!FEngineLoop::Init() EloHell_Win64_DebugGame!GuardedMain() EloHell_Win64_DebugGame!GuardedMainWrapper() EloHell_Win64_DebugGame!WinMain() EloHell_Win64_DebugGame!__scrt_common_main_seh() exe_common.inl:264 kernel32!<Unknown> ntdll!<Unknown>
Head over to the existing Questions & Answers thread and let us know what's up.
3 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.15.1 |
Target Fix | 4.18 |
Created | Apr 18, 2017 |
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Resolved | May 1, 2018 |
Updated | May 2, 2018 |