Crash when opening TM-Gameplay when QAGame is launched with -game command
TM-Gameplay does not crash when PIE
Reproduced on another windows machine
TM-Shadermodels and QA-Promotion were also tested for the crash, it did not occur
Will check in Main, then update with results
--Checked Main CL 3622769, the bug is not present
Result:
QAGame exits and Crashreporter pops up with crash
Expected:
The TM-Gameplay map loads
Frequency:
(3/3)
UE4Editor_CoreUObject!FLinkerPlaceholderObjectImpl::FindRawPlaceholderContainer() linkerplaceholderbase.cpp:214 UE4Editor_CoreUObject!FLinkerPlaceholderBase::AddReferencingPropertyValue() linkerplaceholderbase.cpp:417 UE4Editor_CoreUObject!UObjectProperty::SerializeItem() propertyobject.cpp:93 UE4Editor_CoreUObject!FPropertyTag::SerializeTaggedProperty() propertytag.cpp:188 UE4Editor_CoreUObject!UStruct::SerializeTaggedProperties() class.cpp:1075 UE4Editor_CoreUObject!UObject::SerializeScriptProperties() obj.cpp:1283 UE4Editor_CoreUObject!UObject::Serialize() obj.cpp:1217 UE4Editor_Engine!UEdGraphNode::Serialize() edgraphnode.cpp:414 UE4Editor_BlueprintGraph!UK2Node::Serialize() k2node.cpp:115 UE4Editor_BlueprintGraph!UK2Node_EditablePinBase::Serialize() k2node_editablepinbase.cpp:245 UE4Editor_BlueprintGraph!UK2Node_Event::Serialize() k2node_event.cpp:55 UE4Editor_BlueprintGraph!UK2Node_ActorBoundEvent::Serialize() k2node_actorboundevent.cpp:268 UE4Editor_CoreUObject!StaticDuplicateObjectEx() uobjectglobals.cpp:2052 UE4Editor_UnrealEd!FEdGraphUtilities::CloneGraph() edgraphutilities.cpp:223 UE4Editor_UnrealEd!FEdGraphUtilities::CloneAndMergeGraphIn() edgraphutilities.cpp:266 UE4Editor_KismetCompiler!FKismetCompilerContext::MergeUbergraphPagesIn() kismetcompiler.cpp:2789 UE4Editor_KismetCompiler!FKismetCompilerContext::CreateAndProcessUbergraph() kismetcompiler.cpp:3006 UE4Editor_KismetCompiler!FKismetCompilerContext::CreateFunctionList() kismetcompiler.cpp:3539 UE4Editor_KismetCompiler!FKismetCompilerContext::CompileClassLayout() kismetcompiler.cpp:3791 UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() blueprintcompilationmanager.cpp:712 UE4Editor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() blueprintcompilationmanager.cpp:1967 UE4Editor_Engine!UBlueprintGeneratedClass::ConditionalRecompileClass() blueprintgeneratedclass.cpp:259 UE4Editor_CoreUObject!FScopedClassDependencyGather::~FScopedClassDependencyGather() blueprintsupport.cpp:376 UE4Editor_CoreUObject!FLinkerLoad::CreateExport() linkerload.cpp:4016 UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() linkerload.cpp:4233 UE4Editor_CoreUObject!FLinkerLoad::CreateExport() linkerload.cpp:3711 UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() linkerload.cpp:2744 UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() linkerload.cpp:2902 UE4Editor_CoreUObject!LoadPackageInternal() uobjectglobals.cpp:1320 UE4Editor_CoreUObject!LoadPackage() uobjectglobals.cpp:1426 UE4Editor_Engine!UEngine::LoadMap() unrealengine.cpp:10463 UE4Editor_Engine!UEngine::Browse() unrealengine.cpp:9943 UE4Editor_Engine!UEngine::TickWorldTravel() unrealengine.cpp:10132 UE4Editor_Engine!UGameEngine::Tick() gameengine.cpp:1207 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:3306 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> ModulesFunctionsFile Names & LinesFile Paths & LinesUnformatted Source Context
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-49211 in the post.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.18 |
Target Fix | 4.18 |
Created | Sep 1, 2017 |
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Resolved | Sep 1, 2017 |
Updated | Sep 14, 2021 |