UE 4.5 Preview build locks up when exiting PIE
Opened a copy of my project in the 4.5 preview build, I can play in editor fine, but when I hit escape the entire IDE just locks up and has to be exited from task manager.
I've tried this 3 times and it's consistently the case with my project. It DOES NOT happen when doing a new 3rd person template project in 4.5, and it DOES NOT happen when opening other older projects (for example, when opening a blank 3rd person template created in 4.2)
MORE INFO: The crash does not happen when I simulate. It DOES happen when I simulate with an instance of MyCharacter BP placed in the level (not possessed, obv). It DOES crash when MyCharacter BP is modified to have no AnimBP (set to use a single anim Asset of none). The crash is evidently being caused by MyCharacter BP.
EVEN MORE INFO: If I wait about 5 minutes AFTER the crash occurs, UE will eventually return an "Infinite Loop Detected in Blueprint: MCSkeletalMesh Anim Blueprint". Okay, so that must be the problem, right? Except the Anim BP compiles TOTALLY FINE and doesn't report any infinite loop errors!
MY SUSPICION is that this is caused by an error in the new BP dependency checks. I use an Interface BP to pass data back and forth between the Player BP and the Anim BP, and they cross communicate... e.g. the Anim BP gets an from the Interface BP called in the character BP, plays an anim, and uses a Notify in that Anim to pass an event back to the Character BP using the Interface BP. This works TOTALLY FINE and produces no errors in any other version of the editor (up to and including 4.4.3), but it seems to be causing issues here..?
The first hang issue is because of spawning actor after EndPlay. When ends, it's spawning another character, so infinite.
I'm not sure why this didn't cause a hang in 4.4, and we're discussing catching this kind of issue, but that isn't what we recommend to do.
Second issue of infinite loop when grab is expected to be a sort of input handling issue. It seems while holding the the enemy, it still is triggering grabbing enemy. I added a quick check if I'm carrying enemy after pressed", it doesn't loop anymore.
We're working on improving this process/detection better.
answered Oct 07 '14 at 11:04 PM
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