I’m getting a consistent crash when trying to play my game in-editor (not tried to package and test that yet):
KERNELBASE + 37901 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_UMG!UWidget::ConvertSerializedVisibilityToRuntime() + 85 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\umg\private\components\widget.cpp:541]
UE4Editor_UMG!UWidget::ConvertVisibility() + 72 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\umg\public\components\widget.h:368]
In the player HUD, I’m determining icon visibility by checking an array of bools that exist on the player (bool true → show icon, bool false → hide icon). I’m not sure what could be causing the crash because the crash happens a lot (and only since I added these bindings), but occasionally the game can start just fine.
The binding blueprint is exactly the same for all weapons shotgun and beyond, except for the bool array GET being directed to the relevant index.
Any ideas on why serialization mostly crashes? Did I do something wrong in the blueprint? And yes, I’m using Quake3 iconography because I had it to-hand and this project is for personal learning.
Actually out of all of this, I have a wishlist item for UMG: HorizontalBox anchored to screen middle should resize around the pivot point not the top-left corner. With the default two weapons available, the weapon bar should be centered at screen middle-bottom but instead it sticks to the top-left corner coordinates (see last image for clarification).