Why is simulate crashing the editor?

Hi,

when i press the simuilate button the editor shutdown, it happens only in one of my projects so i guess something is wrong with it and i would like to know what can cause this behavior.
I can play and test the game and also use the “G” key to preview but i just can’t use the simulate button.

Thanks for your help !

Hey Elzean-

Are you still experiencing this problem? We will be marking this as resolved, however let us know if you still need help with the issue.

Cheers

I have the same issue in 4.7.6 atm :confused:

Hey qimmer-

Could you provide the call stack and log files from your crash? Also let us know if this happens in a new project or if you’re only seeing it in a specific project. Any additional you can provide will be helpful.

Cheers

Hi , I have this issue as well on OSX. I can launch the game fine, but cannot use simulate. I tried my project, the first person template and the strategy game sample and all simulate correctly when the unreal editor is launched directly from the Epic Launcher. When I open Strategy Game in Xcode and build to launch the editor, simulate also works. When I open my project in Xcode and launch the editor by building, I cannot simulate and get the attached errors. link text link text

Hey woppin-

The formatting on the files you submitted is a little hard to . When you say that you launch the editor by building, are you referring to being in debug mode or to building the solution file and then opening the .uproject? It appears that this crash is occurring when the editor is run in debug mode through your IDE. Do you get the same errors if you create a new project and try to run it in simulate mode?

Hey, I had the same problem. It often occurs from relaying on BeginPlay.
I don’t think that BeginPlay is executed on simulation, so if you have your initialization work there it could be better to move them to another function.

Hi ,

Must be unix vs MS line endings or something. Here’s pastebins:
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You’re 100% correct. I’m running the editor in debug mode via XCode. If I open the .uproject directly then nothing I expose via UFUNCTION is available from blueprints, so I had thought this was the recommended workflow. However, I don’t see the errors when running the editor in debug mode via IDE with a new firstpersontemplate, so I must be doing something wrong.

@birdfreeyahoo, thanks for the tip. I will investigate further, though the crash log does seem to indicate something a bit further down.

Any functions that are written in code that you want to access inside a blueprint need to have the “BlueprintCallable” specifier inside the UFUNCTION macro.