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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;

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

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