In Shootergame, adding a widget to the Viewport causes the editor to crash after PIE then re-opening the blueprint calling the widget.
Additional Notes:
This was repro'd in both main and Github. Logs are attached.
Workaround: User posted this potential workaround:
The problem seems to lie with **UShooterGameViewportClient::AddViewportWidgetContent . I'm not sure what exactly it is, but if I comment out all the code except Super::... it won't crash anymore. Maybe some reference is left over somewhere in ShooterGame's custom ViewportClient code.
1. Open Editor (Shootergame)
2. Select New>User Interface> Widget Blueprint in Content Browser
3. Open widget blueprint, add any object to the Widget
4. Save and close the widget
5. Open Player Pawn
6. In Graph, add these nodes:
Event Begin Play> Create Widget> Add to Viewport
7. Connect a Get Player Controller to the Target input of Create Widget, set widget class to your widget.
8. Plug Return Value into Input pin on Add to Viewport
9. Compile, save, close blueprint
10. Press PIE
11. Close PIE
12. Open Pawn again
MachineId:3508A2654FB78B4D03D07F8BAF70D985 UserName:AdamDavis Access violation - code c0000005 (first/second chance not available) UE4Editor_CoreUObject!UObjectBaseUtility::IsA() + 93 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:247] UE4Editor_ShooterGame!UShooterGameInstance::Tick() + 125 bytes [d:\buildfarm\buildmachine_++depot+ue4\samples\games\shootergame\source\shootergame\private\shootergameinstance.cpp:1008] UE4Editor!FTicker::Tick() + 647 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\containers\ticker.h:78] UE4Editor!FEngineLoop::Tick() + 5556 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\launchengineloop.cpp:2216] UE4Editor!GuardedMain() + 478 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\launch.cpp:131] UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:201] UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | Docs - Samples |
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Affects Versions | 4.7.5 |
Target Fix | 4.11 |
Fix Commit | 2879986 |
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Main Commit | 2905127 |
Created | Sep 30, 2014 |
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Resolved | Feb 25, 2016 |
Updated | Apr 27, 2018 |