Why does my editor crash a lot when looking at my custom interactable object?
So, my team and I have been working on our latest project for a couple of weeks now, and we have a player character in the game that can interact with objects in the game world by walking up to the items and pressing the left face button ("X" on my xbox controller) detection of whether the player is looking at the interactable actor is based on a line trace that detects both a) whether the player is facing the object, and b) how far away the player is (based on the length of the line trace).
This is implemented with an Interactable Objects class blueprint called BP_InteractableActor. We have since created several blueprints derived (childed to, or extended) from this BP_InteractableActor Class all of which appear to work correctly. I implemented a new one of these children last night, which is a BP_PowderKeg, but I'm having a critical issue. I implemented the blueprint and it appears to work properly in the game world, but every couple of tests, the editor crashes when I am looking at the PowderKeg Actor. This crash appears to only be occuring when I look at this actor, but it doesn't occur all the time. I am pretty certain that this must be some kind of bug.
I have attached a link to the crash report summary here.
I've been trying to debug this on my own, but to no avail. Any help is greatly appreciated.
EDIT: Figured a snapshot of the line trace implementation would be helpful. This SightLineTrace function is called by a looped timer delegate node OnBegin Play of the Player Character blueprint and occurs roughly every 1/100th of a second.
Edit: Reuploaded blueprint image. Also attached a zip file containing the blueprints as COPY files a copy of the image, and my full crash log folder from the project.
I was able to reproduce this error and have discovered the root cause. Within your custom function "Sword Interact", you are calling a Set Timer by Function Name node. Time specific functionality should be contained solely to the event graph. It appears that calling timers should not be allowed in this instance and is the source of your crash. I have entered a bug report, UE-23227, to be assessed by the development staff.
As a workaround, move any delay/timer functionality you want to run to a custom event within the main event graph. For this particular case, I would call a delay instead of a timer in a custom event and then call the explode function.
answered Nov 11 '15 at 06:50 PM
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