Description

Spawning an actor that contains an AtmosphericFogComponent results in a crash in a packaged build. It doesn't occur in PIE, or StandAlone. 

Steps to Reproduce
  1. Create a new project and an empty level
  2. Create an actor blueprint and add an AtmosphericFogComponent via the SCSEditor
  3. Spawn an instance of the actor on BeginPlay in the level blueprint
  4. Package the project (Win64)
  5. Run the packaged exe
  6. Crash
Callstack

MyProject4-Win64-Debug.exe!FBulkDataBase::Serialize(FArchive & Ar, UObject * Owner, int __formal, bool bAttemptFileMapping, int ElementSize) Line 693 C++
> MyProject4-Win64-Debug.exe!UAtmosphericFogComponent::Serialize(FArchive & Ar) Line 648 C++
MyProject4-Win64-Debug.exe!StaticDuplicateObjectEx(FObjectDuplicationParameters & Parameters) Line 2055 C++
MyProject4-Win64-Debug.exe!AActor::CreateComponentFromTemplate(UActorComponent * Template, const FName InName) Line 989 C++
MyProject4-Win64-Debug.exe!USCS_Node::ExecuteNodeOnActor(AActor * Actor, USceneComponent * ParentComponent, const FTransform * RootTransform, const FRotationConversionCache * RootRelativeRotationCache, bool bIsDefaultTransform) Line 99 C++
MyProject4-Win64-Debug.exe!USCS_Node::ExecuteNodeOnActor(AActor * Actor, USceneComponent * ParentComponent, const FTransform * RootTransform, const FRotationConversionCache * RootRelativeRotationCache, bool bIsDefaultTransform) Line 199 C++
MyProject4-Win64-Debug.exe!USimpleConstructionScript::ExecuteScriptOnActor(AActor * Actor, const TInlineComponentArray<USceneComponent *,24> & NativeSceneComponents, const FTransform & RootTransform, const FRotationConversionCache * RootRelativeRotationCache, bool bIsDefaultTransform) Line 681 C++
MyProject4-Win64-Debug.exe!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 756 C++
MyProject4-Win64-Debug.exe!AActor::FinishSpawning(const FTransform & UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache * InstanceDataCache) Line 3136 C++
MyProject4-Win64-Debug.exe!UGameplayStatics::FinishSpawningActor(AActor * Actor, const FTransform & SpawnTransform) Line 692 C++
MyProject4-Win64-Debug.exe!UGameplayStatics::execFinishSpawningActor(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1342 C++
MyProject4-Win64-Debug.exe!UObject::execCallMathFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 861 C++
MyProject4-Win64-Debug.exe!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
MyProject4-Win64-Debug.exe!UObject::execLetObj(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2617 C++
MyProject4-Win64-Debug.exe!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
MyProject4-Win64-Debug.exe!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1025 C++
MyProject4-Win64-Debug.exe!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1087 C++
MyProject4-Win64-Debug.exe!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5542 C++
MyProject4-Win64-Debug.exe!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1916 C++
MyProject4-Win64-Debug.exe!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 804 C++
MyProject4-Win64-Debug.exe!FLatentActionManager::TickLatentActionForObject(float DeltaTime, TMultiMap<int,FPendingLatentAction *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<int,FPendingLatentAction *,1> > & ObjectActionList, UObject * InObject) Line 218 C++
MyProject4-Win64-Debug.exe!FLatentActionManager::ProcessLatentActions(UObject * InObject, float DeltaTime) Line 144 C++
MyProject4-Win64-Debug.exe!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1619 C++
MyProject4-Win64-Debug.exe!UGameEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1686 C++
MyProject4-Win64-Debug.exe!FEngineLoop::Tick() Line 4850 C++
MyProject4-Win64-Debug.exe!EngineTick() Line 63 C++
MyProject4-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 172 C++
MyProject4-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 257 C++
[Inline Frame] MyProject4-Win64-Debug.exe!invoke_main() Line 102 C++
MyProject4-Win64-Debug.exe!__scrt_common_main_seh() Line 288 C++

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Won't Fix
ComponentUE - Graphics Features
Affects Versions4.25.3
Target Fix4.26
CreatedAug 25, 2020
ResolvedSep 24, 2020
UpdatedSep 19, 2021