Bug UE4.7: Translation of Actor in World Editor.
Branch: 'Binary' build from the Unreal Launcher Build version: 4.7 (Final)
I think i have found a bug, or anyway, an unhandled situation. I have created a PickableObject class in my code, derivate from an Actor, the class works fine and is basically empty right now. All it does is declare a StaticMeshComponent in it's Constructor, that code is fine as i'm using it in other classes and works.
This is the public declaration of the StaticMesh: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Mesh, meta = (AllowPrivateAccess = "true")) class UStaticMeshComponent* ObjectStaticMesh; i've also tried to make it private and leave just this: UPROPERTY(VisibleDefaultsOnly, Category = Mesh) it doesn't seem to change the result. It happens Every time.
Repro Steps: Drag and Drop PickableObject (Actor derivate) Class into the World in the Editor. Select the Inherited StaticMesh from Details in the Editor. Translate it with either X, Y or Z arrows. Crash (Engine Closes).
The strange thing is that it doesn't happen when you change the object location manually by writing a different number in the object X, Y or Z position in the editor details. That means the location is free to be changed, but there is a bug somewhere in the Translation (ApplyDeltaToComponent) code, i guess.
My code could even be wrong, but this is a bug in any case, because it shouldn't crash.
System Specs: Win8.1 x64, Intel i7 2600K, 8GB Corsair, Nvidia 670GTX 3GB.
There is no relevant Log, i checked all of them, it crashed while in Visual Studio Debugging Anyway.
I'll past the relevant .cpp and .h PickableObject.h
asked Feb 26 '15 at 01:46 PM in Bug Reports
I was able to reproduce the crash you mentioned and have submitted a report to our internal tracking database (UE-11415) for further investigation by an engineer. Thanks for the report and I'm glad you were able to work around it.
answered Mar 06 '15 at 07:59 PM
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