Character crash after using a NoClipPawn

Hi guys,

I’ll explain the crash, I got a first person character code in c++ and a NoClipPawn script in blueprint, I also got an option in-game where the player can switch in these two states. If I go into NoClipMode and return in character mode, I think (but i’m not sure) the raycast make the editor crash. Usually i’m able too spot my problem in the log crash report but this time I can’t see where it is.

Here’s the log :

Assertion failed: MostRecentPropertyAddress [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Public\UObject\Stack.h] [Line: 415]

KERNELBASE.dll!UnknownFunction (0x000007fefd34940d) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x000007fee55a8074) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() (0x000007fee5427878) + 159 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor-Core.dll!FDebug::AssertFailed() (0x000007fee5408b17) + 62 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor-Engine.dll!UKismetTextLibrary::execEqualEqual_TextText() (0x000007fee3656aaa) + 138 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\kismet\kismettextlibrary.h:46]
UE4Editor-CoreUObject.dll!UFunction::Invoke() (0x000007fee5c42034) + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor-CoreUObject.dll!UObject::CallFunction() (0x000007fee5d14b18) + 20 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode() (0x000007fee5d3357d) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor-CoreUObject.dll!UObject::execLetBool() (0x000007fee5d514be) + 28 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1370]
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() (0x000007fee5d34cfc) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor-CoreUObject.dll!UObject::CallFunction() (0x000007fee5d15153) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() (0x000007fee5d34cfc) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor-CoreUObject.dll!UFunction::Invoke() (0x000007fee5c42034) + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor-CoreUObject.dll!UObject::ProcessEvent() (0x000007fee5d343ac) + 29 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor-Engine.dll!AActor::ProcessEvent() (0x000007fee2585da3) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor-Engine.dll!AActor::ReceiveActorBeginOverlap() (0x000007fee34a87b9) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\intermediate\build\win64\inc\engine\engine.generated.1.cpp:1002]
UE4Editor-Engine.dll!UPrimitiveComponent::BeginComponentOverlap() (0x000007fee2a49f0d) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:2013]
UE4Editor-Engine.dll!UPrimitiveComponent::UpdateOverlaps() (0x000007fee2a84ca9) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:2224]
UE4Editor-Engine.dll!USceneComponent::EndScopedMovementUpdate() (0x000007fee2ab766b) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\scenecomponent.cpp:265]
UE4Editor-Engine.dll!FScopedMovementUpdate::~FScopedMovementUpdate() (0x000007fee2a98716) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\scenecomponent.cpp:2003]
UE4Editor-Engine.dll!UCharacterMovementComponent::PerformMovement() (0x000007fee2611080) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\charactermovementcomponent.cpp:1527]
UE4Editor-Engine.dll!UCharacterMovementComponent::TickComponent() (0x000007fee262931e) + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\charactermovementcomponent.cpp:826]
UE4Editor-Engine.dll!UActorComponent::ConditionalTickComponent() (0x000007fee252ae67) + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:1042]
UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick() (0x000007fee2552179) + 20 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:602]
UE4Editor-Engine.dll!FTickTaskSequencer::FTickFunctionTask::DoTask() (0x000007fee2d06cd6) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]
UE4Editor-Engine.dll!TGraphTask::ExecuteTask() (0x000007fee2d12e7d) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor-Core.dll!FTaskThread::ProcessTasks() (0x000007fee5344fa5) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() (0x000007fee534518d) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() (0x000007fee53664ff) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:984]
UE4Editor-Engine.dll!FTaskGraphInterface::WaitUntilTaskCompletes() (0x000007fee2d4a11f) + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]
UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() (0x000007fee2d377d0) + 190 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:187]
UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() (0x000007fee2d3a53e) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]
UE4Editor-Engine.dll!UWorld::RunTickGroup() (0x000007fee2994566) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:696]
UE4Editor-Engine.dll!UWorld::Tick() (0x000007fee299b58b) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:1114]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() (0x000007fee03ee502) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1329]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() (0x000007fee08a8306) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor.exe!FEngineLoop::Tick() (0x000000013fda0263) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor.exe!GuardedMain() (0x000000013fd9267c) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() (0x000000013fd926ea) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() (0x000000013fda2219) + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor.exe!__tmainCRTStartup() (0x000000013fda3159) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll!UnknownFunction (0x00000000770b652d) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00000000772ec541) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00000000772ec541) + 0 bytes [UnknownFile:0]

Thanks in advance

Alex

Hey chessTrombone-

Looking at the callstack there seems to be an issue with serialization somewhere. Can you post the log file for the crash for more information? Additionally, can you post the class files for the characters as well as the blueprint that uses the NoClipPawn script?

Cheers

Hi ,

I resolved my issue. It was in the checkpoint system, the problem was that when I pass a checkpoint after using the noPawnClip, some info and/or variable was not transferred into the new avatar.

Thx though!!

Alex