Issue was some code that only executed in editor that needed to always execute. In particular:
UVBs::UVBs(const FObjectInitializer& ObjectInitializer):Super(ObjectInitializer){ LoadConfig(); UE_LOG(IVS, Display, TEXT("LoadConfig %s"), *NameFile); #if WITH_EDITORONLY_DATA if(UVLbr::Loaded() //&& IsAsset() // && NameFile.IsEmpty() ){NameSet(); PreConstruct();} #else if(UVLbr::Loaded() && NameFile.IsEmpty()){ // Modified, was 'NameFile.IsEmpty()' before NameSet(); PreConstruct(); } #endif }
Crash occurs when attempting to call native Pre-Construct in the attached project.
RESULT
Project crashes.
ACCESS_VIOLATION 0x00000000 UnknownFunction [] C-Win64-DebugGame.exe!UFunction::Invoke() [] C-Win64-DebugGame.exe!UObject::ProcessEvent() [] C-Win64-DebugGame.exe!UVBs::PreConstruct() [D:\NeoFur 4.24\C\Plugins\IVS\Intermediate\Build\Win64\UE4\Inc\IVS\VBs.gen.cpp:112] C-Win64-DebugGame.exe!UVBs::UVBs() [D:\NeoFur 4.24\C\Plugins\IVS\Source\IVS\Private\VBs.cpp:19] C-Win64-DebugGame.exe!UVStrs::UVStrs() [D:\NeoFur 4.24\C\Plugins\IVS\Source\IVS\Private\VCnt.cpp:2422] C-Win64-DebugGame.exe!InternalConstructor<UVStrs>() [D:\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h:3165] C-Win64-DebugGame.exe!UClass::CreateDefaultObject() [] C-Win64-DebugGame.exe!UClass::Serialize() [] C-Win64-DebugGame.exe!UBlueprintGeneratedClass::Serialize() [] C-Win64-DebugGame.exe!FAsyncPackage::EventDrivenSerializeExport() [] C-Win64-DebugGame.exe!FAsyncPackage::ProcessImportsAndExports_Event() [] C-Win64-DebugGame.exe!<lambda_e32cbe457cdc707215184650c9a2ec42>::operator()() [] C-Win64-DebugGame.exe!FAsyncLoadingThread::ProcessAsyncLoading() [] C-Win64-DebugGame.exe!FAsyncLoadingThread::TickAsyncThread() [] C-Win64-DebugGame.exe!FAsyncLoadingThread::TickAsyncLoading() [] C-Win64-DebugGame.exe!FAsyncLoadingThread::FlushLoading() [] C-Win64-DebugGame.exe!LoadPackageInternal() [] C-Win64-DebugGame.exe!LoadPackage() [] C-Win64-DebugGame.exe!UEngine::LoadMap() [] C-Win64-DebugGame.exe!UEngine::Browse() [] C-Win64-DebugGame.exe!UGameInstance::StartGameInstance() [] C-Win64-DebugGame.exe!FEngineLoop::Init() [] C-Win64-DebugGame.exe!GuardedMain() [] C-Win64-DebugGame.exe!GuardedMainWrapper() [] C-Win64-DebugGame.exe!WinMain() [] C-Win64-DebugGame.exe!__scrt_common_main_seh() [d:\agent\_work\4\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] KERNEL32.DLL!UnknownFunction [] ntdll.dll!UnknownFunction []
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-92488 in the post.