How can a Custom C++ gamemode class lead to an overflow when trying to select it as default one?

Hi folks,

I created a standard c++ Project with minimal code. There is a class derived from AGameMode that gets generated on project setup. However, when I try to select it as a default in the Project settings, the editor crushes with a stack overflow. If I remove it, the list pops up and everything works just fine.

Anyone having any similar experinces or even resolutions?

Regards,

Lukas Wagner

Just in case it helps:

The Debugger breaks in thread MainThrd while the window “Rebuilding Class Hierarchy” is showing a hundred percent. It breaks in SlateApplication.cpp at line 856 in function FWidgetPath FSlateApplication::LocateWindowUnderMouse.

I hope it helps the engine devs when they take a look at it.

I will try to move the mouse away just right after I klicked the button of the dropdown.

Meeeh…

I just created a new Project, copied my assets and source over and recreated my settings as good as I can (I didn’t want to copy the ini’s over in case anything got messed up in there). I started the editor as usual in debug mode at visual studio. This time I was able to choose the game mode class. (Please note that I did not touch the code)

However, I went ahead to the “Game Mode” section of the World Settings. I saw that the Default Pawn Class was not the one I set up in the constructor of the class and clicked the dropdown for setting the record straight. Then it happened again: It showed the devastating "Rebuilding Class Hierarchy"window again and at 100% I was screwed… again…

This is really disappointing :confused: