Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized.
> NonNativeCAC-Win64-Debug.exe!FObjectInstancingGraph::GetInstancedSubobject(UObject * SourceSubobject, UObject * CurrentValue, UObject * CurrentObject, bool bDoNotCreateNewInstance, bool bAllowSelfReference) Line 194 C++
NonNativeCAC-Win64-Debug.exe!FObjectInstancingGraph::InstancePropertyValue(UObject * ComponentTemplate, UObject * CurrentValue, UObject * Owner, bool bIsTransient, bool bCausesInstancing, bool bAllowSelfReference) Line 293 C++
NonNativeCAC-Win64-Debug.exe!UObjectPropertyBase::InstanceSubobjects(void * Data, const void * DefaultData, UObject * Owner, FObjectInstancingGraph * InstanceGraph) Line 36 C++
NonNativeCAC-Win64-Debug.exe!UStruct::InstanceSubobjectTemplates(void * Data, const void * DefaultData, UStruct * DefaultStruct, UObject * Owner, FObjectInstancingGraph * InstanceGraph) Line 1630 C++
NonNativeCAC-Win64-Debug.exe!FObjectInitializer::InstanceSubobjects(UClass * Class, bool bNeedInstancing, bool bNeedSubobjectInstancing) Line 2913 C++
NonNativeCAC-Win64-Debug.exe!FObjectInitializer::PostConstructInit() Line 2793 C++
NonNativeCAC-Win64-Debug.exe!FObjectInitializer::~FObjectInitializer() Line 2653 C++
NonNativeCAC-Win64-Debug.exe!StaticConstructObject_Internal(const UClass * InClass, UObject * InOuter, FName InName, EObjectFlags InFlags, EInternalObjectFlags InternalSetFlags, UObject * InTemplate, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph * InInstanceGraph, bool bAssumeTemplateIsArchetype) Line 3172 C++
NonNativeCAC-Win64-Debug.exe!NewObject<AActor>(UObject * Outer, const UClass * Class, FName Name, EObjectFlags Flags, UObject * Template, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph * InInstanceGraph) Line 1215 C++
NonNativeCAC-Win64-Debug.exe!UWorld::SpawnActor(UClass * Class, const FTransform * UserTransformPtr, const FActorSpawnParameters & SpawnParameters) Line 454 C++
NonNativeCAC-Win64-Debug.exe!UWorld::SpawnActor(UClass * Class, const FVector * Location, const FRotator * Rotation, const FActorSpawnParameters & SpawnParameters) Line 304 C++
NonNativeCAC-Win64-Debug.exe!UChildActorComponent::CreateChildActor() Line 571 C++
NonNativeCAC-Win64-Debug.exe!UChildActorComponent::OnRegister() Line 51 C++
NonNativeCAC-Win64-Debug.exe!UActorComponent::ExecuteRegisterEvents() Line 1362 C++
NonNativeCAC-Win64-Debug.exe!UActorComponent::RegisterComponentWithWorld(UWorld * InWorld) Line 1098 C++
NonNativeCAC-Win64-Debug.exe!AActor::IncrementalRegisterComponents(int NumComponentsToRegister) Line 4447 C++
NonNativeCAC-Win64-Debug.exe!AActor::RegisterAllComponents() Line 4346 C++
NonNativeCAC-Win64-Debug.exe!AActor::PostSpawnInitialize(const FTransform & UserSpawnTransform, AActor * InOwner, APawn * InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction) Line 3054 C++
NonNativeCAC-Win64-Debug.exe!UWorld::SpawnActor(UClass * Class, const FTransform * UserTransformPtr, const FActorSpawnParameters & SpawnParameters) Line 493 C++
NonNativeCAC-Win64-Debug.exe!UWorld::SpawnActorDeferred<AActor>(UClass * Class, const FTransform & Transform, AActor * Owner, APawn * Instigator, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride) Line 3085 C++
NonNativeCAC-Win64-Debug.exe!UGameplayStatics::BeginDeferredActorSpawnFromClass(const UObject * WorldContextObject, TSubclassOf<AActor> ActorClass, const FTransform & SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor * Owner) Line 669 C++
NonNativeCAC-Win64-Debug.exe!UGameplayStatics::execBeginDeferredActorSpawnFromClass(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 49 C++
NonNativeCAC-Win64-Debug.exe!UObject::execCallMathFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 861 C++
NonNativeCAC-Win64-Debug.exe!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
NonNativeCAC-Win64-Debug.exe!UObject::execLetObj(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2613 C++
NonNativeCAC-Win64-Debug.exe!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
NonNativeCAC-Win64-Debug.exe!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1025 C++
NonNativeCAC-Win64-Debug.exe!ProcessScriptFunction<void (_cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param_Result, void[Image Removed](UObject *, FFrame &, void *) ExecFtor) Line 828 C++
NonNativeCAC-Win64-Debug.exe!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1056 C++
NonNativeCAC-Win64-Debug.exe!UObject::execLocalFinalFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2919 C++
NonNativeCAC-Win64-Debug.exe!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
NonNativeCAC-Win64-Debug.exe!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1025 C++
NonNativeCAC-Win64-Debug.exe!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1083 C++
NonNativeCAC-Win64-Debug.exe!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 4907 C++
NonNativeCAC-Win64-Debug.exe!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1912 C++
NonNativeCAC-Win64-Debug.exe!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 801 C++
NonNativeCAC-Win64-Debug.exe!AActor::ReceiveBeginPlay() Line 1047 C++
NonNativeCAC-Win64-Debug.exe!AActor::BeginPlay() Line 3468 C++
NonNativeCAC-Win64-Debug.exe!AActor::DispatchBeginPlay(bool bFromLevelStreaming) Line 3384 C++
NonNativeCAC-Win64-Debug.exe!AWorldSettings::NotifyBeginPlay() Line 247 C++
NonNativeCAC-Win64-Debug.exe!AGameStateBase::HandleBeginPlay() Line 179 C++
NonNativeCAC-Win64-Debug.exe!AGameModeBase::StartPlay() Line 188 C++
NonNativeCAC-Win64-Debug.exe!UWorld::BeginPlay() Line 4113 C++
NonNativeCAC-Win64-Debug.exe!UEngine::LoadMap(FWorldContext & WorldContext, FURL URL, UPendingNetGame * Pending, FString & Error) Line 12766 C++
NonNativeCAC-Win64-Debug.exe!UEngine::Browse(FWorldContext & WorldContext, FURL URL, FString & Error) Line 11975 C++
NonNativeCAC-Win64-Debug.exe!UGameInstance::StartGameInstance() Line 530 C++
NonNativeCAC-Win64-Debug.exe!UGameEngine::Start() Line 1135 C++
NonNativeCAC-Win64-Debug.exe!FEngineLoop::Init() Line 3695 C++
NonNativeCAC-Win64-Debug.exe!EngineInit() Line 52 C++
NonNativeCAC-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 157 C++
NonNativeCAC-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 252 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-87474 in the post.
4 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.22, 4.23, 4.24 |
Created | Jan 26, 2020 |
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Resolved | Jul 15, 2021 |
Updated | Jul 19, 2021 |