Setting the root of the furthest child actor results in a crash after pressing compile on the blueprint.
Example project:
[Link Removed]
1) open provided project
2) press compile on the “Grandparent” blueprint
3) press compile on “Parent“ blueprint
Result: Crash
Expected: No crash
Assertion failed: SceneRootComponent->GetOwner() == this [Link Removed] [Line: 3003]
UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:100]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:450]
UE4Editor_Engine!AActor::PostSpawnInitialize() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3003]
UE4Editor_Engine!UWorld::SpawnActor() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:511]
UE4Editor_Engine!UWorld::SpawnActor() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:304]
UE4Editor_Engine!UChildActorComponent::CreateChildActor() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\ChildActorComponent.cpp:607]
UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1449]
UE4Editor_Engine!UActorComponent::RegisterComponentWithWorld() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1180]
UE4Editor_Engine!AActor::IncrementalRegisterComponents() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:4441]
UE4Editor_Engine!AActor::RegisterAllComponents() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:4377]
UE4Editor_Engine!AActor::PostSpawnInitialize() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3060]
UE4Editor_Engine!UWorld::SpawnActor() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:511]
UE4Editor_Engine!UWorld::SpawnActor() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:304]
UE4Editor_Engine!UChildActorComponent::CreateChildActor() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\ChildActorComponent.cpp:607]
UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1449]
UE4Editor_Engine!UActorComponent::RegisterComponentWithWorld() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1180]
UE4Editor_Engine!USimpleConstructionScript::RegisterInstancedComponent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\SimpleConstructionScript.cpp:627]
UE4Editor_Engine!USCS_Node::ExecuteNodeOnActor() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\SCS_Node.cpp:156]
UE4Editor_Engine!USCS_Node::ExecuteNodeOnActor() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\SCS_Node.cpp:194]
UE4Editor_Engine!USimpleConstructionScript::ExecuteScriptOnActor() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\SimpleConstructionScript.cpp:638]
UE4Editor_Engine!AActor::ExecuteConstruction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp:756]
UE4Editor_Engine!AActor::RerunConstructionScripts() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp:514]
UE4Editor_Engine!AActor::RerunConstructionScripts() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp:255]
UE4Editor_Engine!AActor::PostEditChangeProperty() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\ActorEditor.cpp:125]
UE4Editor_CoreUObject!UObject::PostEditChange() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:338]
UE4Editor_UnrealEd!FBlueprintEditorUtils::PostEditChangeBlueprintActors() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:8260]
UE4Editor_Kismet!FBlueprintEditor::OnBlueprintChangedImpl() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:3386]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(UBlueprint *)>::ExecuteIfSafe() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:374]
UE4Editor_Engine!TBaseMulticastDelegate<void,UBlueprint *>::Broadcast() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:1013]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:316]
UE4Editor_Kismet!FBlueprintCompilationManager::CompileSynchronously() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3040]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\Kismet2.cpp:754]
UE4Editor_Kismet!FBlueprintEditor::Compile() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:3474]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:374]
UE4Editor_Slate!FUICommandList::ExecuteAction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:102]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SToolBarButtonBlock.cpp:302]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:298]
UE4Editor_Slate!SButton::ExecuteOnClick() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:385]
UE4Editor_Slate!SButton::OnMouseButtonUp() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:304]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_cc5aea9e7377b04ce85c30c65ec3889b> >() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:372]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4675]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5198]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5166]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2133]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2585]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1809]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:852]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4762]
UE4Editor!GuardedMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
I'm working on a VR Project and I cannot add Nav Mesh to the stairs??
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-97119 in the post.
1 |
Component | UE - Gameplay - Blueprint Compiler |
---|---|
Affects Versions | 4.25.3 |
Created | Aug 18, 2020 |
---|---|
Resolved | Jul 19, 2022 |
Updated | Jul 19, 2022 |