Edit: This probably has nothing to do with macs.
<unknown module>! UBlueprint* CastChecked<UBlueprint, UObject>(UObject*, ECastCheckedType::Type)
<unknown module>! UBlueprintGeneratedClass::GetAuthoritativeClass()
<unknown module>! UK2Node_CallFunction::CreateSelfPin(UFunction const*)
<unknown module>! UK2Node_CallFunction::CreatePinsForFunctionCall(UFunction const*)
<unknown module>! UK2Node_CallFunction::AllocateDefaultPins()
<unknown module>! UK2Node::ReconstructNode()
<unknown module>! UEdGraphSchema_K2::ReconstructNode(UEdGraphNode&, bool)
<unknown module>! FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes(UBlueprint*, UStruct*)
<unknown module>! UBlueprintGeneratedClass::ConditionalRecompileClass(TArray<UObject*, FDefaultAllocator>*)
<unknown module>! FScopedClassDependencyGather::~FScopedClassDependencyGather()
User is seeing a crash when they are opening their Blueprint + Code Project on their Macbook Pro Retina.
The user has also attached multiple txt documents to this post that may help decipher the error that they are seeing.
Crash Logs:
Callstack: attachment
Unable to reproduce internally
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.6.1 |
Target Fix | 4.8 |
Created | Feb 2, 2015 |
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Resolved | Apr 27, 2015 |
Updated | Apr 27, 2018 |