Hi, I’ve encountered a weird problem. I’m setting image widget visibility with SetVisibility and setting brush with SetBrushFromTexture. Everything compiles both in VS2015 and Editor. While I’m starting debuging project with VS2015 it works perfectly, image is set as it should, but while I’m starting PIE it crashes when action occurs. I’ve cleaned both Binaries and Intermediate folders, build up again but it didn’t help. Here is my crash report.
Access violation - code c0000005 (first/second chance not available)
UE4Editor_MG20_2168!UInventoryWidget::SetImageAtSlot() [d:\unreal engine 4\mg20\source\mg20\inventorywidget.cpp:21]
UE4Editor_MG20_2168!AMG20Character::AddItem() [d:\unreal engine 4\mg20\source\mg20\mg20character.cpp:134]
UE4Editor_MG20_2168!AMG20Character::AddToInventory() [d:\unreal engine 4\mg20\source\mg20\mg20character.cpp:103]
UE4Editor_MG20_2168!APickupObject::Pickup() [d:\unreal engine 4\mg20\source\mg20\pickupobject.cpp:26]
UE4Editor_MG20_2168!APickupObject::OnClick() [d:\unreal engine 4\mg20\source\mg20\pickupobject.cpp:11]
UE4Editor_MG20_2168!AMG20PlayerController::MouseButtonClicked() [d:\unreal engine 4\mg20\source\mg20\mg20playercontroller.cpp:144]
UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\classes\components\inputcomponent.h:181]
UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1211]
UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\playercontroller.cpp:2310]
UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\playercontroller.cpp:3878]
UE4Editor_Engine!APlayerController::PlayerTick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\playercontroller.cpp:1980]
UE4Editor_Engine!APlayerController::TickActor() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\playercontroller.cpp:3954]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\actor.cpp:110]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:228]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\async\taskgraphinterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:779]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:526]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:1534]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:486]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:1373]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:702]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:1187]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:1356]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2643]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll