Description

Attempting to procedurally create SplineMeshComponents along the spline of a SplineComponent via a derived SplineComponent class's constructor causes the project to crash. It runs into an ensure message "AttachToComponent when called from a constructor cannot weld simulated bodies. Consider calling SetupAttachment directly instead." in the USceneComponent::AttachToComponent function.

 

Tested in 4.19.2 (CL - 4033788), 4.20.2 (CL - 4306349), 4.21 (CL - 4305553)

Steps to Reproduce
  1. Download the attached project
  2. Generate the Project Solution files
  3. Open the project via the uproject file
  4. Encounter crash
  5. Open project's Visual Studio Solution
  6. Compile and Run

 

Expected: The Project would load properly and allow the derived SplineComponent class to be added to a Blueprint Actor class

Result: The Project encounters a crash when opening the project via the UProject file and triggers a breakpoint in the Visual Studio solution

Callstack

LoginId:5964f8f84766f4b976277180442869c1
EpicAccountId:2baa9d521a314b24b2efea04e88261b2

Fatal error: [Link Removed] [Line: 3729] Illegal default subobject name: None

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
UE4Editor_CoreUObject!FObjectInitializer::CreateDefaultSubobject() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:3729]
UE4Editor_CoreUObject!UObject::CreateDefaultSubobject() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:105]
UE4Editor_SplineMeshes!UMySplineComponent::UMySplineComponent() [e:\epic\unreal projects\splinemeshes\source\splinemeshes\mysplinecomponent.cpp:14]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:2749]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:821]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:895]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:788]
UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:487]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:484]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\projects\private\projectmanager.cpp:69]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2610]
UE4Editor!FEngineLoop::PreInit() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2027]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

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Fixed
ComponentTools
Affects Versions4.19.24.20.24.21
CreatedAug 22, 2018
ResolvedAug 22, 2018
UpdatedAug 23, 2018