x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Crash when setting Collision Preset in Blueprints from Converted C++ Class

I have a C++ actor class where I attach a mesh collider component to it:

 // Root collider capsule
 rootCollider = CreateDefaultSubobject<UCapsuleComponent>(TEXT("RootCollider"));
 rootCollider->SetRelativeRotation(FQuat(0, 1, 0, FMath::DegreesToRadians(90)));
 rootCollider->AttachParent = RootComponent;
 rootCollider->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap);
 rootCollider->SetCollisionEnabled(ECollisionEnabled::Type::QueryAndPhysics);


This all works. I the convert this actor to Blueprints and go into the Blueprints editor and it looks fine. However, when I try to Set Collision Presets on this collider component, I get a crash in the editor

Here is the stack of where it is crashing:

 UE4Editor-Engine.dll!FLatentActionManager::ProcessLatentActions(UObject * InObject, float DeltaTime) Line 49    C++
  UE4Editor-Engine.dll!AActor::Tick(float DeltaSeconds) Line 684    C++


And here is where it is exactly complaining:

 void FLatentActionManager::ProcessLatentActions(UObject* InObject, float DeltaTime)
 {
     for (FActionsForObject::TIterator It(ActionsToRemoveMap); It; ++It)
     {
         auto ActionList = GetActionListForObject(InObject);
         auto ActionToRemoveListPtr = It.Value();
         if (ActionToRemoveListPtr.IsValid() && ActionList)
         {
             for (auto PendingActionToKill : *ActionToRemoveListPtr)
             {
                 const int32 RemovedNum = ActionList->RemoveSingle(PendingActionToKill.Key, PendingActionToKill.Value);
                 auto Action = PendingActionToKill.Value;
                 if (RemovedNum && Action)
                 {
                     Action->NotifyActionAborted();
                     delete Action;
             }
         }
     }
 }
   .....


Is there anything I am missing here? It seems to me that the editor is having issues retrieving actions for the object? Here is my declaration of the object in header:

 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Collision)
 UCapsuleComponent * rootCollider;


Please let me know how I can resolve this issue. Thanks!

Product Version: UE 4.8
Tags:
more ▼

asked Jun 23 '15 at 04:46 PM in C++ Programming

avatar image

kestrelm
11 1 4 6

(comments are locked)
10|2000 characters needed characters left

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question