Report of a crash happening during Blueprint nativization with a specific project, appears to be related to an inherited component template. Unable to repro in a new project. Callstack is noted.
Repro steps are given in support thread (sample asset that exhibits the issue is attached to thread).
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002a0 UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-Engine.dll!USCS_Node::GetActualComponentTemplate() [c:\perforce\ws\head\engine\source\runtime\engine\private\scs_node.cpp:33] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FEmitDefaultValueHelper::HandleNonNativeComponent() [c:\perforce\ws\head\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackendvaluehelper.cpp:983] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FEmitDefaultValueHelper::GenerateConstructor() [c:\perforce\ws\head\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackendvaluehelper.cpp:1747] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FBlueprintCompilerCppBackendBase::GenerateCodeFromClass() [c:\perforce\ws\head\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackendbase.cpp:431] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-KismetCompiler.dll!FKismetCompilerContext::CompileFunctions() [c:\perforce\ws\head\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:4047] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprintInner() [c:\perforce\ws\head\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:131] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprint() [c:\perforce\ws\head\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:247] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-BlueprintNativeCodeGen.dll!FBlueprintNativeCodeGenUtils::GenerateCppCode() [c:\perforce\ws\head\engine\source\developer\blueprintnativecodegen\private\blueprintnativecodegenutils.cpp:405] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-BlueprintNativeCodeGen.dll!FBlueprintNativeCodeGenModule::GenerateSingleAsset() [c:\perforce\ws\head\engine\source\developer\blueprintnativecodegen\private\blueprintnativecodegenmodule.cpp:462] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-BlueprintNativeCodeGen.dll!FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() [c:\perforce\ws\head\engine\source\developer\blueprintnativecodegen\private\blueprintnativecodegenmodule.cpp:364] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::CookByTheBookFinished() [c:\perforce\ws\head\engine\source\editor\unrealed\private\cookontheflyserver.cpp:6209] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [c:\perforce\ws\head\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2192] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [c:\perforce\ws\head\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:926] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [c:\perforce\ws\head\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:589] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [c:\perforce\ws\head\engine\source\runtime\launch\private\launchengineloop.cpp:2070] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-Cmd.exe!GuardedMain() [c:\perforce\ws\head\engine\source\runtime\launch\private\launch.cpp:127] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [c:\perforce\ws\head\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-Cmd.exe!WinMain() [c:\perforce\ws\head\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
An error occurred while trying to generate project files !?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52428 in the post.
1 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.16, 4.17 |
Target Fix | 4.26 |
Created | Nov 15, 2017 |
---|---|
Resolved | May 8, 2020 |
Updated | Jun 16, 2020 |