In void ATestActor::OnConstruction(const FTransform& Transform)
there is an infinite loop occuring in a ping pong call between the SetActorLabel and the DestroyChildActor calls.
Happens in vanilla 4.21.2
2- Open project,
2- Try to put TestActor in the viewport.
2- Editor crashes
[Link Removed]
UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 495 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 239 C++ UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 495 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 239 C++ UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 495 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 239 C++ UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 495 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 239 C++ UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 495 C++ UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 239 C++ UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125 C++ UE4Editor-Engine.dll!AActor::SetActorLabelInternal(const FString & NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty) Line 868 C++ UE4Editor-ChildActorIssue2.dll!ATestActor::OnConstruction(const FTransform & Transform) Line 29 C++ UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 840 C++ UE4Editor-Engine.dll!AActor::FinishSpawning(const FTransform & UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache * InstanceDataCache) Line 3098 C++ UE4Editor-Engine.dll!AActor::PostSpawnInitialize(const FTransform & UserSpawnTransform, AActor * InOwner, APawn * InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction) Line 3041 C++ UE4Editor-Engine.dll!UWorld::SpawnActor(UClass * Class, const FTransform * UserTransformPtr, const FActorSpawnParameters & SpawnParameters) Line 478 C++ UE4Editor-Engine.dll!UWorld::SpawnActor(UClass * Class, const FVector * Location, const FRotator * Rotation, const FActorSpawnParameters & SpawnParameters) Line 302 C++ UE4Editor-UnrealEd.dll!UEditorEngine::AddActor(ULevel * InLevel, UClass * Class, const FTransform & Transform, bool bSilent, EObjectFlags InObjectFlags) Line 6206 C++ UE4Editor-UnrealEd.dll!FLevelEditorViewportClient::TryPlacingActorFromObject(ULevel * InLevel, UObject * ObjToUse, bool bSelectActors, EObjectFlags ObjectFlags, UActorFactory * FactoryToUse, const FName Name) Line 262 C++
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Delay nodes occasionally don't fire the "Completed" output in a nativized build
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When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Hey, why do i get this when i snap two similar meshes together?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-70462 in the post.
1 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.21.2 |
Target Fix | 4.24 |
Created | Feb 22, 2019 |
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Resolved | Oct 16, 2019 |
Updated | Jan 13, 2021 |