A crash or breakpoint is triggered when building UE4 with Project Files generated with -2019.
Typeinfo.h was changed in MSVC v14.23 to just be typeinfo. ([Link Removed])
There is a pull request to also reflect this in UE4: https://github.com/EpicGames/UnrealEngine/pull/6226
However the UnrealMathTest crash will still be triggered.
Results: A breakpoint or crash is triggered in UnrealMathTest
Results: UE4 compiles successfully
[2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ffc056d54d8 KERNELBASE.dll!UnknownFunction [] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ffbcc596fb7 UE4Editor-Core.dll!ReportAssert() [D:\UE423Mashburn\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:582] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ffbcc599854 UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [D:\UE423Mashburn\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:78] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ffbcc39032a UE4Editor-Core.dll!FOutputDevice::LogfImpl() [D:\UE423Mashburn\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:71] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ffbcc2e559a UE4Editor-Core.dll!AssertFailedImplV() [D:\UE423Mashburn\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:101] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ffbcc2e5488 UE4Editor-Core.dll!FDebug::AssertFailed() [D:\UE423Mashburn\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:455] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ffbcc53791c UE4Editor-Core.dll!FVectorRegisterAbstractionTest::RunTest() [D:\UE423Mashburn\Engine\Source\Runtime\Core\Private\Tests\Math\UnrealMathTest.cpp:1529] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ffbcc329dec UE4Editor-Core.dll!FAutomationTestFramework::InternalStartTest() [D:\UE423Mashburn\Engine\Source\Runtime\Core\Private\Misc\AutomationTest.cpp:619] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ffbcc33f2cd UE4Editor-Core.dll!FAutomationTestFramework::StartTestByName() [D:\UE423Mashburn\Engine\Source\Runtime\Core\Private\Misc\AutomationTest.cpp:261] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ffbcc33ac60 UE4Editor-Core.dll!FAutomationTestFramework::RunSmokeTests() [D:\UE423Mashburn\Engine\Source\Runtime\Core\Private\Misc\AutomationTest.cpp:181] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ff7cb386491 UE4Editor-Win64-DebugGame.exe!FEngineLoop::PreInit() [D:\UE423Mashburn\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3112] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ff7cb3798f7 UE4Editor-Win64-DebugGame.exe!GuardedMain() [D:\UE423Mashburn\Engine\Source\Runtime\Launch\Private\Launch.cpp:131] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ff7cb379c8a UE4Editor-Win64-DebugGame.exe!GuardedMainWrapper() [D:\UE423Mashburn\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ff7cb38a8bc UE4Editor-Win64-DebugGame.exe!WinMain() [D:\UE423Mashburn\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:279] [2019.10.10-15.13.02:237][ 0]LogWindows: Error: [Callstack] 0x00007ff7cb38d3ca UE4Editor-Win64-DebugGame.exe!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] [2019.10.10-15.13.02:238][ 0]LogWindows: Error: [Callstack] 0x00007ffc08fd1fe4 KERNEL32.DLL!UnknownFunction [] [2019.10.10-15.13.02:238][ 0]LogWindows: Error: [Callstack] 0x00007ffc0927cb81 ntdll.dll!UnknownFunction []
UE-81742 DXGI_ERROR_INVALID_CALL
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-81677 in the post.
34 |
Component | UE - Foundation - Cpp Tools |
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Affects Versions | 4.23 |
Target Fix | 4.24 |
Created | Oct 10, 2019 |
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Resolved | Nov 8, 2019 |
Updated | Jan 25, 2021 |