Please refer to the attached project:[Link Removed]
Open TestActor, click Compile
It will fail with the following Error in ProcessScriptFunction in ScriptCore.cpp as PropertiesSize of the Function is 0
Try multiple times, it crash the editor as long as it triggers the AnimNotify End Event
[Image Removed]
UE4Editor-Core.dll!ReportAssert() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsplatformcrashcontext.cpp:1341] UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79] UE4Editor-Core.dll!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71] UE4Editor-Core.dll!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:105] UE4Editor-Core.dll!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:455] UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:798] UE4Editor-CoreUObject.dll!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1056] UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2792] UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:997] UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1081] UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4906] UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1912] UE4Editor-Engine.dll!UAnimNotifyState::Received_NotifyEnd() [d:\build\++ue4\sync\engine\intermediate\build\win64\ue4editor\inc\engine\animnotifystate.gen.cpp:52] UE4Editor-Engine.dll!UAnimInstance::UninitializeAnimation() [d:\build\++ue4\sync\engine\source\runtime\engine\private\animation\animinstance.cpp:254] UE4Editor-Engine.dll!USkeletalMeshComponent::OnUnregister() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:570] UE4Editor-Engine.dll!UActorComponent::ExecuteUnregisterEvents() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1393] UE4Editor-Engine.dll!UActorComponent::UnregisterComponent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1177] UE4Editor-Engine.dll!UActorComponent::DestroyComponent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1208] UE4Editor-Engine.dll!AActor::DestroyConstructedComponents() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actorconstruction.cpp:206] UE4Editor-UnrealEd.dll!ReplaceActorHelper() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1710] UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1953] UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::BatchReplaceInstancesOfClass() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1376] UE4Editor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushReinstancingQueueImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:1537] UE4Editor-Kismet.dll!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:264] [UE4Editor-Kismet.dll!FBlueprintCompilationManager::CompileSynchronously() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2922] UE4Editor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:754]
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
What is the difference between Camera and CineCamera?
UMG RichText not appear image when packaged
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-86703 in the post.
2 |
Component | OLD - Anim |
---|---|
Affects Versions | 4.23, 4.24 |
Target Fix | 4.26 |
Created | Jan 14, 2020 |
---|---|
Resolved | Sep 11, 2020 |
Updated | Jul 23, 2021 |