Creating a duplicate of a Blueprint class that has an AttributeSet seems to be interfering with the creation of the AttributeSet.
1) Create a new Action RPG Sample Project from the launcher.
2)Within the Blueprints Folder->Create a Duplicate of Blueprint class of "BP_PlayerCharacter". Right click on "BP_PlayerCharacter" and select Duplicate.
3) Set the Duplicated Blueprint class "BP_PlayerCharacter1" as the Default Pawn Class for the selected GameMode in the World Settings panel.
4) Play in Editor. Press enter to pass the intro.
Results: Editor crashes. See Call Stack for full log.
Expected: Editor should continue playing the game normally as if the original "BP_PlayerCharacter" class was the Default Pawn Class
UE4Editor_GameplayAbilities!FGameplayAttributeData::GetCurrentValue() [d:\build\++ue4\sync\engine\plugins\runtime\gameplayabilities\source\gameplayabilities\private\attributeset.cpp:35] UE4Editor_ActionRPG!ARPGCharacterBase::HandleMoveSpeedChanged() [d:\build\++ue4\sync\localbuilds\actionrpg\windows\source\actionrpg\private\rpgcharacterbase.cpp:396] UE4Editor_ActionRPG!URPGAttributeSet::PostGameplayEffectExecute() [d:\build\++ue4\sync\localbuilds\actionrpg\windows\source\actionrpg\private\abilities\rpgattributeset.cpp:215] UE4Editor_GameplayAbilities!FActiveGameplayEffectsContainer::InternalExecuteMod() [d:\build\++ue4\sync\engine\plugins\runtime\gameplayabilities\source\gameplayabilities\private\gameplayeffect.cpp:2668] UE4Editor_GameplayAbilities!FActiveGameplayEffectsContainer::ExecuteActiveEffectsFrom() [d:\build\++ue4\sync\engine\plugins\runtime\gameplayabilities\source\gameplayabilities\private\gameplayeffect.cpp:1924] UE4Editor_GameplayAbilities!UAbilitySystemComponent::ExecuteGameplayEffect() [d:\build\++ue4\sync\engine\plugins\runtime\gameplayabilities\source\gameplayabilities\private\abilitysystemcomponent.cpp:856] UE4Editor_GameplayAbilities!UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf() [d:\build\++ue4\sync\engine\plugins\runtime\gameplayabilities\source\gameplayabilities\private\abilitysystemcomponent.cpp:756] UE4Editor_GameplayAbilities!UAbilitySystemComponent::ApplyGameplayEffectSpecToTarget() [d:\build\++ue4\sync\engine\plugins\runtime\gameplayabilities\source\gameplayabilities\private\abilitysystemcomponent.cpp:556] UE4Editor_ActionRPG!ARPGCharacterBase::AddStartupGameplayAbilities() [d:\build\++ue4\sync\localbuilds\actionrpg\windows\source\actionrpg\private\rpgcharacterbase.cpp:47] UE4Editor_ActionRPG!ARPGCharacterBase::PossessedBy() [d:\build\++ue4\sync\localbuilds\actionrpg\windows\source\actionrpg\private\rpgcharacterbase.cpp:210] UE4Editor_Engine!APlayerController::Possess() [d:\build\++ue4\sync\engine\source\runtime\engine\private\playercontroller.cpp:778] UE4Editor_ActionRPG!ARPGPlayerControllerBase::Possess() [d:\build\++ue4\sync\localbuilds\actionrpg\windows\source\actionrpg\private\rpgplayercontrollerbase.cpp:393] UE4Editor_Engine!AGameModeBase::FinishRestartPlayer() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gamemodebase.cpp:1302] UE4Editor_Engine!AGameModeBase::RestartPlayerAtPlayerStart() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gamemodebase.cpp:1257] UE4Editor_Engine!AGameModeBase::RestartPlayer() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gamemodebase.cpp:1210] UE4Editor_Engine!AGameModeBase::execRestartPlayer() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\gameframework\gamemodebase.h:48] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4861] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:816] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2436] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1031] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:940] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1031] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:940] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2436] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2330] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1031] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:940] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1031] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4861] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1480] UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:713] UE4Editor_MovieScene!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [d:\build\++ue4\sync\engine\source\runtime\core\public\uobject\scriptdelegates.h:488] UE4Editor_MovieScene!UMovieSceneSequencePlayer::UpdateTimeCursorPosition_Internal() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\moviescenesequenceplayer.cpp:652] UE4Editor_MovieScene!UMovieSceneSequencePlayer::Update() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\moviescenesequenceplayer.cpp:525] UE4Editor_LevelSequence!ALevelSequenceActor::Tick() [d:\build\++ue4\sync\engine\source\runtime\levelsequence\private\levelsequenceactor.cpp:107] UE4Editor_Engine!AActor::TickActor() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:914] UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:137] UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:575] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1444] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:556] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1474] UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:783] UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1460] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1726] 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:3699] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:174] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283] kernel32 ntdll
UE-81742 DXGI_ERROR_INVALID_CALL
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-81109 in the post.
44 |
Component | UE - Gameplay |
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Affects Versions | 4.21, 4.22, 4.23 |
Created | Oct 1, 2019 |
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Resolved | Aug 27, 2021 |
Updated | Aug 27, 2021 |