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Compile Works, But crashes editor

I am working on a project with some friends, and no matter which computer we are using, compiling c++ code will cause the editor to crash. It happens both using the in editor compile button and if we do a build from within visual studio. The build succeeds in both cases, so reopening the editor will have the compiled stuff, but it's just a minor annoyance to have to keep reloading the editor. Does anyone have any idea what might be happening? I can't find any helpful information in the crash log.

 MachineId:AD184BBA4BD1F8B14972AB8D94B5777E
 EpicAccountId:bc75c166d1074b169f87af9b11435793
 
 Unknown exception - code 00000001 (first/second chance not available)
 
 "Assertion failed: bPrepareCppStructOpsCompleted [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Co
 
 UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
 UE4Editor_HotReload!FHotReloadModule::DoHotReloadInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:764]
 UE4Editor_HotReload!FHotReloadModule::DoHotReloadCallback() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:644]
 UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,TTypeWrapper<void> __cdecl(bool,enum ECompilationResult::Type),TArray<UPackage * __ptr64,FDefaultAllocator>,TArray<FName,FDefaultAllocator>,FOutputDevice & __ptr64>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:492]
 UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,void __cdecl(bool,enum ECompilationResult::Type),TArray<UPackage * __ptr64,FDefaultAllocator>,TArray<FName,FDefaultAllocator>,FOutputDevice & __ptr64>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
 UE4Editor_HotReload!FHotReloadModule::CheckForFinishedModuleDLLCompile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1629]
 UE4Editor_HotReload!FHotReloadModule::RecompileModulesAsync() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1301]
 UE4Editor_HotReload!FHotReloadModule::RebindPackagesInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:954]
 UE4Editor_HotReload!FHotReloadModule::RebindPackages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:898]
 UE4Editor_GameProjectGeneration!GameProjectUtils::AddCodeToProject_Internal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\gameprojectgeneration\private\gameprojectutils.cpp:3390]
 UE4Editor_GameProjectGeneration!GameProjectUtils::AddCodeToProject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\gameprojectgeneration\private\gameprojectutils.cpp:1009]
 UE4Editor_GameProjectGeneration!SNewClassDialog::FinishClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\gameprojectgeneration\private\snewclassdialog.cpp:1171]
 UE4Editor_GameProjectGeneration!TBaseSPMethodDelegateInstance<0,SNewClassDialog,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
 UE4Editor_GameProjectGeneration!TBaseSPMethodDelegateInstance<0,SNewClassDialog,0,void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:387]
 UE4Editor_AppFramework!SWizard::HandleFinishButtonClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\appframework\private\widgets\workflow\swizard.cpp:281]
 UE4Editor_AppFramework!TMemberFunctionCaller<SWizard,FReply (__cdecl SWizard::*)(void) __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
 UE4Editor_AppFramework!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SWizard,FReply (__cdecl SWizard::*)(void) __ptr64> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\tuple.h:113]
 UE4Editor_AppFramework!TBaseSPMethodDelegateInstance<0,SWizard,0,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
 UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
 UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:236]
 UE4Editor_Slate!<lambda_4ba5b0c116ad939f50a9b616659f063a>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4276]
 UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_4ba5b0c116ad939f50a9b616659f063a> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
 UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4266]
 UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4663]
 UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4641]
 UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1416]
 UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1721]
 UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:719]
 UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:641]
 user32
 user32
 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
 UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2391]
 UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
 UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
 UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\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
 


Product Version: UE 4.10
Tags:
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asked May 15 '16 at 01:36 AM in Using UE4

avatar image

Vithar7
8 1 1 3

avatar image Mlody "Swidwin" May 15 '16 at 12:05 PM

UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,TTypeWrapper __cdecl(bool,enum ECompilationResult::Type),TArray,TArray,FOutputDevice & __ptr64>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:492]

UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,void __cdecl(bool,enum ECompilationResult::Type),TArray,TArray,FOutputDevice & __ptr64>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]

I'm not an expert but are you setting any delegates in any of your object constructor ? comment them out and try again

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