Report of a chain of dependencies that can lead to a fatal loader stall in a nativized build:
The necessary order of operations is:
User-suggested fix (for review):
Change the nativized code gen for the static script constructor from checking whether the object already exists via
if (!Singleton)
{
to using a static bool check instead
static bool bWasRegisteredEver = false; if (!bWasRegisteredEver) { bWasRegisteredEver = true;
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How does TextureRenderTarget2D get TArray<uint8> type data?
What method is used to fill polygonal regions when drawing spline mesh at run time?
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
What is the difference between Camera and CineCamera?
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-55913 in the post.
1 |
Component | UE - Gameplay - Blueprint Runtime |
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Affects Versions | 4.18 |
Created | Mar 7, 2018 |
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Resolved | Jul 15, 2021 |
Updated | Jul 19, 2021 |