Crash: UPrimitiveComponent::UpdateOverlaps accessing Array of length 0
In my code, at one point I call SomeChildActor->ChildActor->SetActorEnableCollision(false);
This causes a crash because the UpdateOverlaps functions some time down the chain accesses an array of 0 length, as seen in this debug screenshot:
I solved it on my end by adding a Num() check beforehand, but you might have a different solution in mind.
Best regards, Damir H.
asked Jun 10 '15 at 08:29 AM in Bug Reports
With the help of an extra pair of eyes, I believe I was able to track down where things were going wrong and causing the crash you were experiencing. The character setup that you are using is fine, and actually was a bit of a false trail. The actual culprit lies in the
The process the Engine goes through when turning off collision for overlapping objects is to generate a TArray of all overlapping objects. It then starts with the last element of the array and loops through the array by turning off collision on the last element and removing it from the array, then decrementing the loop index. This would normally work fine, except when the
answered Jul 20 '15 at 07:11 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here