So I have been working in a project for about a month now, and in this I have an object that gets picked up and attached… it was one of the first assets I programmed in the game and it was working perfectly. Today I started working on a new class and on a SphereOverlapActors function, when I got it up and running to recognize the actors, I compiled → saved … however, when I started the game, in the output log it kept saying a warning in yellow and stating something about “always relevant” on the pickup… So when I went to pick up the actor, it crashed… when I re-opened the UE4, if I try chaging a class default variable and compiling it crashes, if I try deleting the actor from the editor it crashes, when I move it around in the world, the output log states “LogSCSEditor:Warning: Calling UpdateTree() from Tick() more frequently than expected due to invalid tree node state. This might be a performance issue.”… and if I put the same actor again in the world, it works perfectly fine… its just this one actor that was already in the editor, I cant delete it or anything… it even resorted to the position 0 in the map…
I really have no idea since I hadn’t touch that actor on c++ or in the editor at all for a long time now… might it have been the new function I was making in the other actor ? No clue at all…
Different errors at the moment when it crashes :
When trying to pick it up : Exception thrown at 0x00007FF88F476F2F (UE4Editor-Disengage-Win64-DebugGame.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000000.
If there is a handler for this exception, the program may be safely continued.
When deleting the bugged actor from the editor (world) : UE4Editor.exe has triggered a breakpoint.
checkf(ChildCount > AttachChildren.Num(), TEXT(“AttachChildren count increased while detaching ‘%s’, likely caused by OnAttachmentChanged introducing new children, which could lead to an infinite loop.”), *Child->GetName());
When chaging a variable in the BP of the actor : UE4Editor.exe has triggered a breakpoint.
checkf(ChildCount > AttachChildren.Num(), TEXT(“AttachChildren count increased while detaching ‘%s’, likely caused by OnAttachmentChanged introducing new children, which could lead to an infinite loop.”), *Child->GetName());
Sorry for the long question! Really looking forward to learn and grow! Thanks in advance!