Building the Engine using Debug Editor configuration can result in a crash if a project is run in PIE mode. No crash occurs in the same project if the Engine is built using Development Editor configuration.
RESULTS:
The Editor crashes.
EXPECTED:
The Editor begins PIE.
UE4Editor-Engine-Win64-Debug.dll!failwithmessage(void * retaddr, int crttype, int errnum, const char * msg) Line 222 C++
UE4Editor-Engine-Win64-Debug.dll!_RTC_StackFailure(void * retaddr, const char * varname) Line 333 C++
UE4Editor-Engine-Win64-Debug.dll!_RTC_CheckStackVars(void * frame, _RTC_framedesc * v) Line 69 C++
> UE4Editor-Engine-Win64-Debug.dll!UKismetSystemLibrary::execIsValid(FFrame & Stack, void * const Result) Line 61 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Result) Line 3709 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::CallFunction(FFrame & Stack, void * const Result, UFunction * Function) Line 395 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execFinalFunction(FFrame & Stack, void * const Result) Line 1537 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Result, bool bCanFailSilently) Line 1451 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execContext(FFrame & Stack, void * const Result) Line 1428 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execLetBool(FFrame & Stack, void * const Result) Line 1371 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessInternal(FFrame & Stack, void * const Result) Line 625 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::CallFunction(FFrame & Stack, void * const Result, UFunction * Function) Line 516 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execVirtualFunction(FFrame & Stack, void * const Result) Line 1530 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessInternal(FFrame & Stack, void * const Result) Line 625 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Result) Line 3709 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 927 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 557 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::ReceiveBeginPlay() Line 1045 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::BeginPlay() Line 2348 C++
UE4Editor-Engine-Win64-Debug.dll!AWorldSettings::NotifyBeginPlay() Line 130 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::HandleMatchHasStarted() Line 605 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::SetMatchState(FName NewState) Line 714 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::StartMatch() Line 582 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::StartPlay() Line 531 C++
UE4Editor-Engine-Win64-Debug.dll!UWorld::BeginPlay() Line 3009 C++
UE4Editor-Engine-Win64-Debug.dll!UGameInstance::StartPIEGameInstance(ULocalPlayer * LocalPlayer, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode) Line 253 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::CreatePIEGameInstance(int PIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode, bool bRunAsDedicated, float PIEStartTime) Line 2727 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::PlayInEditor(UWorld * InWorld, bool bInSimulateInEditor) Line 2119 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 961 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1135 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 290 C++
UE4Editor-Win64-Debug.exe!FEngineLoop::Tick() Line 2241 C++
UE4Editor-Win64-Debug.exe!EngineTick() Line 52 C++
UE4Editor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 134 C++
UE4Editor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 191 C++
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.5.1, 4.7 |
Fix Commit | 2391686 |
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Created | Dec 4, 2014 |
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Resolved | Dec 17, 2014 |
Updated | Apr 27, 2018 |
680 - bozaro |