There is an issue when using self references with functions as an input. With pass by references on a function, the input has it checked by default; however, a self reference can still be hooked in and compile with no issue. This can lead to a crash, for which the callstack has been added for this issue. This issue is similar to [Link Removed] but with a function instead of a custom event.
There is a current workaround for this issue, simply unchecking and rechecking the pass by reference box updates the nodes and produces the expected behavior. However, the user should be getting an error from the node's creation.
Access violation - code c0000005 (first/second chance not available)
UE4Editor_CoreUObject!UObject::execSelf() scriptcore.cpp:2113
UE4Editor_CoreUObject!UObject::CallFunction() scriptcore.cpp:788
UE4Editor_CoreUObject!UObject::execVirtualFunction() scriptcore.cpp:2255
UE4Editor_CoreUObject!UObject::ProcessInternal() scriptcore.cpp:948
UE4Editor_CoreUObject!UObject::CallFunction() scriptcore.cpp:845
UE4Editor_CoreUObject!UObject::execVirtualFunction() scriptcore.cpp:2255
UE4Editor_CoreUObject!UObject::ProcessInternal() scriptcore.cpp:948
UE4Editor_CoreUObject!UFunction::Invoke() class.cpp:4525
UE4Editor_CoreUObject!UObject::ProcessEvent() scriptcore.cpp:1318
UE4Editor_Engine!AActor::ProcessEvent() actor.cpp:678
UE4Editor_Engine!AActor::ReceiveBeginPlay()
UE4Editor_Engine!AActor::BeginPlay() actor.cpp:3129
UE4Editor_Engine!AActor::DispatchBeginPlay() actor.cpp:3097
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() worldsettings.cpp:183
UE4Editor_Engine!AGameStateBase::HandleBeginPlay() gamestatebase.cpp:177
UE4Editor_Engine!UWorld::BeginPlay() world.cpp:3435
UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() gameinstance.cpp:338
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() playlevel.cpp:3420
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() playlevel.cpp:2515
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() playlevel.cpp:1215
UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1522
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:391
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:3025
UE4Editor!GuardedMain() launch.cpp:166
UE4Editor!GuardedMainWrapper() launchwindows.cpp:134
UE4Editor!WinMain() launchwindows.cpp:210
UE4Editor!__scrt_common_main_seh() exe_common.inl:264
kernel32!<Unknown>
ntdll!<Unknown>
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45270 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.14.3, 4.15.2, 4.16 |
Target Fix | 4.17 |
Fix Commit | 3503445 |
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Main Commit | 3544050 |
Created | May 22, 2017 |
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Resolved | Jun 26, 2017 |
Updated | Nov 9, 2018 |