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PIE reference chain crash.

I am getting this crash after stopping PIE. Basically I have a UBlueprint which is instantiated at runtime from an ActorComponent, which then has a function that gets its "owning actor", which basically gets the ActorComponents Outer. Once the Blueprint function "GetOwningActor" has been called, if I stop PIE, the editor crashes saying that the Map file is still referenced through a chain. The function "GetOwningActor" does not store the actor that it returns anywhere, but it seems like CallFunc_GetOwningActor_ReturnValue does somehow keep a reference to it, causing this crash.

Is there anyway to stop a BlueprintCallable function from holding on to a reference?

[2014.11.05-18.45.38:650][553]LogReferenceChain: Searching referencers for Minimal_Default. This may take several minutes. [2014.11.05-18.45.38:764][553]LogReferenceChain: Generating reference graph ... [2014.11.05-18.45.38:768][553]LogReferenceChain: Level 0 has 10 nodes ... [2014.11.05-18.45.38:772][553]LogReferenceChain: Level 1 added 45 nodes ... [2014.11.05-18.45.38:777][553]LogReferenceChain: Level 2 added 98 nodes ... [2014.11.05-18.45.38:783][553]LogReferenceChain: Level 3 added 78 nodes ... [2014.11.05-18.45.38:788][553]LogReferenceChain: Level 4 added 11 nodes ... [2014.11.05-18.45.38:794][553]LogReferenceChain: Level 5 added 13 nodes ... [2014.11.05-18.45.38:800][553]LogReferenceChain: Level 6 added 4 nodes ... [2014.11.05-18.45.38:805][553]LogReferenceChain: Level 7 added 0 nodes ... [2014.11.05-18.45.38:805][553]LogReferenceChain: Generating reference chains ... [2014.11.05-18.45.38:805][553]LogReferenceChain: [2014.11.05-18.45.38:805][553]LogReferenceChain: External Referencers: [2014.11.05-18.45.38:805][553]LogReferenceChain: [2014.11.05-18.45.38:805][553]LogReferenceChain: (standalone) StateMachineX /Game/Blueprints/TestSM.TestSM->States [2014.11.05-18.45.38:805][553]LogReferenceChain: TestState_C /Game/Blueprints/TestSM.TestSM:TestState_C_0->CallFunc_GetOwningActor_ReturnValue [2014.11.05-18.45.38:805][553]LogReferenceChain: TestObject_C /Game/Maps/UEDPIE_0_Minimal_Default.Minimal_Default:PersistentLevel.TestObject_C_1->Outer [2014.11.05-18.45.38:805][553]LogReferenceChain: Level /Game/Maps/UEDPIE_0_Minimal_Default.Minimal_Default:PersistentLevel->OwningWorld [2014.11.05-18.45.38:805][553]LogReferenceChain: (target) World /Game/Maps/UEDPIE_0_Minimal_Default.Minimal_Default

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asked Nov 05 '14 at 06:54 PM in C++ Programming

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invulse
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avatar image invulse Nov 05 '14 at 06:56 PM

This is the function that is breaking it, and as you can see there is no stored reference to anything, just returning an Outer.

AActor* UStateMachineX::GetOwningActor() { UStateMachineXComponent* Comp = GetSMComponent(); return Comp == NULL ? NULL : Cast(Comp->GetOuter()); }

UStateMachineXComponent* UStateMachineX::GetSMComponent() const { return Cast(GetOuter()); }

avatar image Kalabrix Jul 23 '15 at 01:14 PM

push

Is there a real solution by now? I have the exact same issue. My whole team as well. Happens only if minimum 1 Client is calling such a Outer-getting function.

For 1 Player (which is Server by default) there is no problem.

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