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2143 // We should always be the one creating an instance in this case. 2144 check(bCreateInstance); 2145 2146 // Dummy object that's instanced for any editor-only subobject dependencies. 2147 ***** const FString ActualClass = Context.FindGloballyMappedObject(ObjectClass, UClass::StaticClass()); 2148 const FString NativeType = FEmitHelper::GetCppName(Context.GetFirstNativeOrConvertedClass(ObjectClass)); 2149 if(!ObjectClass->IsNative()) 2150 { 2151 // make sure CDO has been created for NativeType: 2152 Context.AddLine(FString::Printf(TEXT("%s::StaticClass()->GetDefaultObject();"), *NativeType)); 2153 } 2154 Context.AddLine(FString::Printf( 2155 TEXT("auto %s = NewObject<%s>(%s, %s, TEXT(\"%s\"));") 2156 , *LocalNativeName 2157 , *NativeType 2158 , *OuterStr 2159 , *ActualClass 2160 , *Object->GetName().ReplaceCharWithEscapedChar())); 2161 }
UPROPERTY()
class USceneComponent* NestedEditorOnlyScene;
NestedEditorOnlyScene = CreateEditorOnlyDefaultSubobject<USceneComponent>(TEXT("MyNestedEditorOnlyScene"));
Assertion failed: bCreateInstance [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Developer\BlueprintCompilerCppBackend\Private\BlueprintCompilerCppBackendValueHelper.cpp] [Line: 2145] UE4Editor_BlueprintCompilerCppBackend!FEmitDefaultValueHelper::HandleInstancedSubobject() [blueprintcompilercppbackendvaluehelper.cpp:2148] UE4Editor_BlueprintCompilerCppBackend!FDefaultSubobjectData::EmitPropertyInitialization() [blueprintcompilercppbackendvaluehelper.cpp:828] UE4Editor_BlueprintCompilerCppBackend!FEmitDefaultValueHelper::GenerateConstructor() [blueprintcompilercppbackendvaluehelper.cpp:1877] UE4Editor_BlueprintCompilerCppBackend!FBlueprintCompilerCppBackendBase::GenerateCodeFromClass() [blueprintcompilercppbackendbase.cpp:445] UE4Editor_KismetCompiler!FKismetCompilerContext::CompileFunctions() [kismetcompiler.cpp:4092] UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [kismetcompilermodule.cpp:133] UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [kismetcompilermodule.cpp:235] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenUtils::GenerateCppCode() [blueprintnativecodegenutils.cpp:456] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset() [blueprintnativecodegenmodule.cpp:496] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() [blueprintnativecodegenmodule.cpp:398] UE4Editor_UnrealEd!UCookOnTheFlyServer::CookByTheBookFinished() [cookontheflyserver.cpp:5440] UE4Editor_UnrealEd!UCookOnTheFlyServer::TickCookOnTheSide() [cookontheflyserver.cpp:1829] UE4Editor_UnrealEd!UCookCommandlet::CookByTheBook() [cookcommandlet.cpp:904] UE4Editor_UnrealEd!UCookCommandlet::Main() [cookcommandlet.cpp:584] UE4Editor_Cmd!FEngineLoop::PreInit() [launchengineloop.cpp:2195] UE4Editor_Cmd!GuardedMain() [launch.cpp:127] UE4Editor_Cmd!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor_Cmd!WinMain() [launchwindows.cpp:210] UE4Editor_Cmd!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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
How can i modify the param name in EQS node
Installer 4.10 failed with error code R-1603
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-56316 in the post.
1 |
Component | UE - Gameplay - Blueprint Compiler |
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Affects Versions | 4.19 |
Target Fix | 4.19.1 |
Fix Commit | 3962782 |
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Created | Mar 20, 2018 |
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Resolved | Mar 23, 2018 |
Updated | Apr 27, 2018 |