A crash occurs when setting the Child Actor Class of an inherited child actor component.
This is not a regression. It occurs in 4.14.3 CL# 3249277, 4.15.2 CL# 3416026, and 4.16 Preview 2 CL# 3415565
Result: Editor Crashes
Fatal error: [Link Removed] [Line: 2360] Objects have the same fully qualified name but different paths. New Object: TestActorParent_C /Engine/Transient.World_5:PersistentLevel.TestActorParent_C_9 Existing Object: AbstractNavData /Engine/Transient.World_5:PersistentLevel.TestActorParent_C_9
UE4Editor_CoreUObject!StaticAllocateObject() uobjectglobals.cpp:2355 UE4Editor_CoreUObject!StaticConstructObject_Internal() uobjectglobals.cpp:3265 UE4Editor_Engine!NewObject<AActor>() uobjectglobals.h:1235 UE4Editor_Engine!UWorld::SpawnActor() levelactor.cpp:425 UE4Editor_Engine!UWorld::SpawnActor() levelactor.cpp:291 UE4Editor_Engine!UChildActorComponent::CreateChildActor() childactorcomponent.cpp:500 UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() actorcomponent.cpp:1201 UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() componentreregistercontext.h:72 UE4Editor_Engine!UActorComponent::ReregisterComponent() actorcomponent.cpp:1243 UE4Editor_Engine!FActorComponentInstanceData::ApplyToComponent() componentinstancedatacache.cpp:196 UE4Editor_Engine!FSceneComponentInstanceData::ApplyToComponent() scenecomponent.cpp:2068 UE4Editor_Engine!FChildActorComponentInstanceData::ApplyToComponent() childactorcomponent.cpp:256 UE4Editor_Engine!FComponentInstanceDataCache::ApplyToActor() componentinstancedatacache.cpp:284 UE4Editor_Engine!AActor::ExecuteConstruction() actorconstruction.cpp:780 UE4Editor_Engine!AActor::RerunConstructionScripts() actorconstruction.cpp:490 UE4Editor_Engine!UActorComponent::ConsolidatedPostEditChange() actorcomponent.cpp:632 UE4Editor_Engine!USceneComponent::PostEditChangeProperty() scenecomponent.cpp:435 UE4Editor_CoreUObject!UObject::PropagatePostEditChange() obj.cpp:500 UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() obj.cpp:388 UE4Editor_Engine!UActorComponent::PostEditChangeChainProperty() actorcomponent.cpp:670 UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() propertynode.cpp:2368 UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() propertyhandleimpl.cpp:561 UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() propertyhandleimpl.cpp:361 UE4Editor_PropertyEditor!FPropertyValueImpl::SetValueAsString() propertyhandleimpl.cpp:832 UE4Editor_PropertyEditor!FPropertyHandleObject::SetValueFromFormattedString() propertyhandleimpl.cpp:3244 UE4Editor_PropertyEditor!SPropertyEditorClass::SendToObjects() spropertyeditorclass.cpp:250 UE4Editor_PropertyEditor!SPropertyEditorClass::OnClassPicked() spropertyeditorclass.cpp:239 UE4Editor_PropertyEditor!TBaseRawMethodDelegateInstance<0,SPropertyEditorClass,void __cdecl() delegateinstancesimpl.h:648 UE4Editor_ClassViewer!SClassViewer::OnClassViewerSelectionChanged() sclassviewer.cpp:2428 UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:327 UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,void __cdecl() delegateinstancesimpl.h:434 UE4Editor_ClassViewer!TBaseDelegate<void,TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type>::ExecuteIfBound() delegatesignatureimpl.inl:624 UE4Editor_ClassViewer!SListView<TSharedPtr<FClassViewerNode,0> >::Private_SignalSelectionChanged() slistview.h:720 UE4Editor_ClassViewer!STableRow<TSharedPtr<FString,0> >::OnMouseButtonUp() stablerow.h:473 UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() slateapplication.cpp:5075 UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() slateapplication.cpp:238 UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() slateapplication.cpp:5064 UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:5531 UE4Editor_Slate!FSlateApplication::OnMouseUp() slateapplication.cpp:5508 UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1698 UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:2120 UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:867 UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:714 user32!<Unknown> user32!<Unknown> UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:980 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2977 UE4Editor!GuardedMain() launch.cpp:166 UE4Editor!GuardedMainWrapper() launchwindows.cpp:134 UE4Editor!WinMain() launchwindows.cpp:210 UE4Editor!__scrt_common_main_seh() exe_common.inl:253 kernel32!<Unknown> ntdll!<Unknown>
I am not able to find world outliner how to enable it?
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
Hey, why do i get this when i snap two similar meshes together?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44661 in the post.
1 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.14, 4.15, 4.16 |
Target Fix | 4.17 |
Created | May 4, 2017 |
---|---|
Resolved | Jun 29, 2017 |
Updated | Jul 19, 2017 |