I’m trying to create a Blueprint node that brings in a specific material.
Firstly, I’m not even sure the code is correct as I’m new to C++ and struggling with it a bit.
Secondly, trying to use the node is causing the editor to crash every time.
Here is the code:
WriteToFile.h
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Paths.h"
#include "WriteToFile.generated.h"
/**
*
*/
UCLASS()
class UWriteToFile : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
public:
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Material"), Category = "File-IO")
static UMaterial* GetMaterial();
};
WriteToFile.cpp
#include "FilePlayground.h"
#include "WriteToFile.h"
UMaterial* UWriteToFile::GetMaterial()
{
static ConstructorHelpers::FObjectFinder <UMaterial>Material(TEXT("Material'/Game/Movies/Video_Tex_Mat.Video_Tex_Mat'"));
return Material.Object;
}
Simply by wiring this node to the Level Blueprint BeginPlay node, the editor crashes.
Here are the diagnostic logs from the crash:
Diagnostics.txt: link text
FilePlayground.log: link text
info.txt: link text
As I said, I’m not sure if the code I’ve written is just crazy and causing the crash, of if the code should be fine (to return a reference to a material I can use in Blueprint) and some kind of bug is causing the crash.
System Specs:
- Macbook Pro 17" (Late 2011)
- 2.6 GHz Intel Core i7
- 16 GB 1333 MHz DDR3
- Intel HD Graphics 3000 512 MB
- Running OSX 10.11.2
- UE 4.10.4