Spawning an actor that contains an AtmosphericFogComponent results in a crash in a packaged build. It doesn't occur in PIE, or StandAlone.
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++
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
How do I set a material as a post-processing material?
UMG RichText not appear image when packaged
How to assign a value to a member of UMG's UMaterialInterface pointer type in C++?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-97558 in the post.
1 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.25.3 |
Target Fix | 4.26 |
Created | Aug 25, 2020 |
---|---|
Resolved | Sep 24, 2020 |
Updated | Sep 19, 2021 |