Did a full day of work yesterday in UMG - I have controls within controls within controls. I think I might have gone a little too far as now if I try to play/build/compile I get this instantly
If i delete/revert all of my UMG widgets, it goes away. I really don’t want to lose that work but I will start over. I’d like to see these bugs fixed tho.
MachineId:C38B2CA949EBEF3A10981BA44ABABCDF
EpicAccountId:f5ebc06438674fe98dbd86e18cb0d193Unknown exception - code 00000001
(first/second chance not available)"Fatal error:
[File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp]
[Line: 412] Invalid object in GC:
0x00000060f0cdcdcd, RefereUE4Editor_Core!FDebug::AssertFailed()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_CoreUObject!FGCCollector::HandleObjectReference()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:409]
UE4Editor_Engine!FSimpleObjectReferenceCollectorArchive::operator<<()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\public\uobject\garbagecollection.h:462]
UE4Editor_CoreUObject!UObjectProperty::SerializeItem()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\propertyobject.cpp:32]
UE4Editor_CoreUObject!UStruct::SerializeBin()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:757]
UE4Editor_Engine!UBlueprintGeneratedClass::AddReferencedObjectsInUbergraphFrame()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:721]
UE4Editor_CoreUObject!FArchiveRealtimeGC::ProcessObjectArray()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:862]
UE4Editor_CoreUObject!TGraphTask::ExecuteTask()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:797]
UE4Editor_Core!FTaskThread::ProcessTasks()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskThread::Run()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:690]
UE4Editor_Core!FRunnableThreadWin::Run()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
So to better explain I made this diagram - when you make complicated umg hierarchies you run into weird scenarios - i suspect I made mine just a tad too complex