Running 4.7.6
For a while I’ve had a sphere component as an actor’s root.
TouchSphere = PCIP.CreateDefaultSubobject<USphereComponent>(this, TEXT("TouchSphereComponent"));
TouchSphere->SetSphereRadius(1.2f, false);
RootComponent = TouchSphere;
Recently I tried removing this and then got an endless loop opening a blueprint using this C++ actor.
Call stack is here:
> UE4Editor-BlueprintGraph.dll!TFieldIterator<UFunction>::IterateToNext() Line 2999 C++
UE4Editor-BlueprintGraph.dll!FindField<UFunction>(const UStruct * Owner, FName FieldName) Line 3067 C++
UE4Editor-BlueprintGraph.dll!FMemberReference::ResolveMember<UFunction>(UClass * SelfScope) Line 671 C++
UE4Editor-BlueprintGraph.dll!UK2Node_CallFunction::AllowMultipleSelfs(bool bInputAsArray) Line 1019 C++
UE4Editor-BlueprintGraph.dll!UEdGraphSchema_K2::CanCreateConnection(const UEdGraphPin * PinA, const UEdGraphPin * PinB) Line 1878 C++
UE4Editor-KismetCompiler.dll!FKismetCompilerContext::ValidateLink(const UEdGraphPin * PinA, const UEdGraphPin * PinB) Line 298 C++
UE4Editor-KismetCompiler.dll!FGraphCompilerContext::ValidatePin(const UEdGraphPin * Pin) Line 50 C++
UE4Editor-KismetCompiler.dll!FKismetCompilerContext::ValidatePin(const UEdGraphPin * Pin) Line 320 C++
UE4Editor-KismetCompiler.dll!FGraphCompilerContext::ValidateNode(const UEdGraphNode * Node) Line 65 C++
UE4Editor-KismetCompiler.dll!FKismetCompilerContext::CreateAndProcessUbergraph() Line 2752 C++
UE4Editor-KismetCompiler.dll!FKismetCompilerContext::CreateFunctionList() Line 3136 C++
UE4Editor-KismetCompiler.dll!FKismetCompilerContext::Compile() Line 3389 C++
UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprintInner(UBlueprint * Blueprint, const FKismetCompilerOptions & CompileOptions, FCompilerResultsLog & Results, TArray<UObject *,FDefaultAllocator> * ObjLoaded) Line 87 C++
UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprint(UBlueprint * Blueprint, const FKismetCompilerOptions & CompileOptions, FCompilerResultsLog & Results, FBlueprintCompileReinstancer * ParentReinstancer, TArray<UObject *,FDefaultAllocator> * ObjLoaded) Line 128 C++
UE4Editor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint(UBlueprint * BlueprintObj, bool bIsRegeneratingOnLoad, bool bSkipGarbageCollection, bool bSaveIntermediateProducts, FCompilerResultsLog * pResults) Line 742 C++
UE4Editor-Kismet.dll!FBlueprintEditor::Compile() Line 2990 C++
UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() Line 282 C++
UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() Line 388 C++
UE4Editor-Slate.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,0> InUICommandInfo) Line 73 C++
UE4Editor-Slate.dll!SToolBarButtonBlock::OnClicked() Line 296 C++
UE4Editor-Slate.dll!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() Line 161 C++
...
Putting component back in fixes endless loop, but doesn’t help me in my experiments.