When calling set fade out on a decal during design time via a custom event that is setup to be called in editor a crash will occur when clicking PIE
Result: The editor will crash
Expected: The decal would be removed and the play session would start without issue
LoginId:ea8cdcd54e3691a62f8838a5364b34c6 EpicAccountId:ccbf39de6f9245c0aa23f8e57cc8a566 Assertion failed: WorldSettings != nullptr [File:E:\UE4DevMainStream\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 1675] UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [e:\ue4devmainstream\engine\source\runtime\core\private\misc\assertionmacros.cpp:418] UE4Editor_Engine!DispatchCheckVerify<void,<lambda_846b686dc5f37e0eef1fb2a0e501b27c> >() [e:\ue4devmainstream\engine\source\runtime\core\public\misc\assertionmacros.h:161] UE4Editor_Engine!ULevel::GetWorldSettings() [e:\ue4devmainstream\engine\source\runtime\engine\private\level.cpp:1675] UE4Editor_Engine!UWorld::GetWorldSettings() [e:\ue4devmainstream\engine\source\runtime\engine\private\world.cpp:4367] UE4Editor_OculusHMD!OculusHMD::FOculusHMD::OnStartGameFrame() [e:\ue4devmainstream\engine\plugins\runtime\oculus\oculusvr\source\oculushmd\private\oculushmd.cpp:632] UE4Editor_OculusHMD!OculusHMD::FOculusHMD::OnBeginPlay() [e:\ue4devmainstream\engine\plugins\runtime\oculus\oculusvr\source\oculushmd\private\oculushmd.cpp:516] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [e:\ue4devmainstream\engine\source\editor\unrealed\private\playlevel.cpp:3047] UE4Editor_UnrealEd!UEditorEngine::SpawnIntraProcessPIEWorlds() [e:\ue4devmainstream\engine\source\editor\unrealed\private\playlevel.cpp:2570] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [e:\ue4devmainstream\engine\source\editor\unrealed\private\playlevel.cpp:2481] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [e:\ue4devmainstream\engine\source\editor\unrealed\private\playlevel.cpp:1276] UE4Editor_UnrealEd!UEditorEngine::Tick() [e:\ue4devmainstream\engine\source\editor\unrealed\private\editorengine.cpp:1530] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [e:\ue4devmainstream\engine\source\editor\unrealed\private\unrealedengine.cpp:403] UE4Editor!FEngineLoop::Tick() [e:\ue4devmainstream\engine\source\runtime\launch\private\launchengineloop.cpp:3946] UE4Editor!GuardedMain() [e:\ue4devmainstream\engine\source\runtime\launch\private\launch.cpp:168] UE4Editor!GuardedMainWrapper() [e:\ue4devmainstream\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [e:\ue4devmainstream\engine\source\runtime\launch\private\windows\launchwindows.cpp:269] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
Callstack without Oculus HMD hooked up
LoginId:ea8cdcd54e3691a62f8838a5364b34c6 EpicAccountId:ccbf39de6f9245c0aa23f8e57cc8a566 Assertion failed: WorldSettings != nullptr [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 1657] /Game/UEDPIE_0_Untitled.Untitled:PersistentLevel UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425] UE4Editor_Engine!ULevel::GetWorldSettings() [d:\build\++ue4\sync\engine\source\runtime\engine\private\level.cpp:1657] UE4Editor_Engine!UWorld::GetWorldSettings() [d:\build\++ue4\sync\engine\source\runtime\engine\private\world.cpp:4118] UE4Editor_Engine!UGameViewportClient::Init() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameviewportclient.cpp:387] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:3036] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:2433] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:1268] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1605] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3495] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144] UE4Editor!WinMain() [d:\build\++ue4\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:283] kernel32 ntdll
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What method is used to fill polygonal regions when drawing spline mesh at run time?
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-69574 in the post.
1 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.22, 4.20.3, 4.21.2 |
Target Fix | 4.22 |
Created | Feb 5, 2019 |
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Resolved | Feb 6, 2019 |
Updated | Feb 25, 2019 |