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check(Type == ENativeClassHierarchyNodeType::Folder) assertion failed

When I created new C++ asset I got an assertion suddenly and unreproducible:

 void FNativeClassHierarchyNode::AddChild(TSharedRef<FNativeClassHierarchyNode> ChildEntry)
 {
     check(Type == ENativeClassHierarchyNodeType::Folder);
     Children.Add(ChildEntry->EntryName, MoveTemp(ChildEntry));
 }

 UE4Editor-ContentBrowser.dll!FNativeClassHierarchyNode::AddChild(TSharedRef<FNativeClassHierarchyNode,0> ChildEntry)Строка 36    C++
  UE4Editor-ContentBrowser.dll!FNativeClassHierarchy::AddClass(UClass * InClass, const TSet<FName,DefaultKeyFuncs<FName,0>,FDefaultSetAllocator> & InGameModules, const TMap<FName,FName,FDefaultSetAllocator,TDefaultMapKeyFuncs<FName,FName,0> > & InPluginModules, FNativeClassHierarchy::FAddClassMetrics & AddClassMetrics)Строка 305    C++
  UE4Editor-ContentBrowser.dll!FNativeClassHierarchy::AddClassesForModule(const FName & InModuleName)Строка 214    C++
  UE4Editor-ContentBrowser.dll!TBaseRawMethodDelegateInstance<0,FNativeClassHierarchy,void __cdecl(FName,enum EModuleChangeReason)>::ExecuteIfSafe(FName <Params_0>, EModuleChangeReason <Params_1>)Строка 642    C++
  UE4Editor-Core.dll!TBaseMulticastDelegate<void,FName,enum EModuleChangeReason>::Broadcast(FName <Params_0>, EModuleChangeReason <Params_1>)Строка 921    C++
  UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason(const FName InModuleName, EModuleLoadResult & OutFailureReason, const bool bWasReloaded)Строка 483    C++
  UE4Editor-Core.dll!FModuleManager::LoadModule(const FName InModuleName, const bool bWasReloaded)Строка 322    C++
  UE4Editor-HotReload.dll!FHotReloadModule::DoHotReloadInternal(const TArray<FHotReloadModule::FRecompiledModule,FDefaultAllocator> & ChangedModules, const TArray<UPackage *,FDefaultAllocator> & Packages, const TArray<FName,FDefaultAllocator> & InDependentModules, FOutputDevice & HotReloadAr)Строка 770    C++
  UE4Editor-HotReload.dll!UE4Function_Private::TFunctionRefCaller<void <лямбда>(const TArray<FHotReloadModule::FRecompiledModule,FDefaultAllocator> &, bool, ECompilationResult::Type),void __cdecl(TArray<FHotReloadModule::FRecompiledModule,FDefaultAllocator> const & __ptr64,bool,enum ECompilationResult::Type)>::Call(void * Obj, const TArray<FHotReloadModule::FRecompiledModule,FDefaultAllocator> & <Params_0>, bool & <Params_1>, ECompilationResult::Type & <Params_2>)Строка 308    C++
  UE4Editor-HotReload.dll!FHotReloadModule::CheckForFinishedModuleDLLCompile(const bool bWaitForCompletion, bool & bCompileStillInProgress, bool & bCompileSucceeded, FOutputDevice & Ar, bool bFireEvents)Строка 1817    C++
  UE4Editor-HotReload.dll!FHotReloadModule::RecompileModulesAsync(const TArray<FName,FDefaultAllocator> ModuleNames, TFunction<void __cdecl(TArray<FHotReloadModule::FRecompiledModule,FDefaultAllocator> const &,bool,enum ECompilationResult::Type)> && InRecompileModulesCallback, const bool bWaitForCompletion, FOutputDevice & Ar)Строка 1452    C++
  UE4Editor-HotReload.dll!FHotReloadModule::RebindPackagesInternal(TArray<UPackage *,FDefaultAllocator> && InPackages, TArray<FName,FDefaultAllocator> && DependentModules, const bool bWaitForCompletion, FOutputDevice & Ar)Строка 1096    C++
  UE4Editor-HotReload.dll!FHotReloadModule::RebindPackages(TArray<UPackage *,FDefaultAllocator> InPackages, TArray<FName,FDefaultAllocator> DependentModules, const bool bWaitForCompletion, FOutputDevice & Ar)Строка 1040    C++
  UE4Editor-GameProjectGeneration.dll!GameProjectUtils::AddCodeToProject_Internal(const FString & NewClassName, const FString & NewClassPath, const FModuleContextInfo & ModuleInfo, const FNewClassInfo ParentClassInfo, const TSet<FString,DefaultKeyFuncs<FString,0>,FDefaultSetAllocator> & DisallowedHeaderNames, FString & OutHeaderFilePath, FString & OutCppFilePath, FText & OutFailReason)Строка 3390    C++
  UE4Editor-GameProjectGeneration.dll!GameProjectUtils::AddCodeToProject(const FString & NewClassName, const FString & NewClassPath, const FModuleContextInfo & ModuleInfo, const FNewClassInfo ParentClassInfo, const TSet<FString,DefaultKeyFuncs<FString,0>,FDefaultSetAllocator> & DisallowedHeaderNames, FString & OutHeaderFilePath, FString & OutCppFilePath, FText & OutFailReason)Строка 1029    C++
  UE4Editor-GameProjectGeneration.dll!SNewClassDialog::FinishClicked()Строка 1171    C++
  UE4Editor-GameProjectGeneration.dll!TBaseSPMethodDelegateInstance<0,SNewClassDialog,0,TTypeWrapper<void> __cdecl(void)>::Execute()Строка 321    C++
  UE4Editor-GameProjectGeneration.dll!TBaseSPMethodDelegateInstance<0,SNewClassDialog,0,void __cdecl(void)>::ExecuteIfSafe()Строка 427    C++
  UE4Editor-AppFramework.dll!SWizard::HandleFinishButtonClicked()Строка 281    C++
  UE4Editor-AppFramework.dll!TMemberFunctionCaller<SWizard,FReply (__cdecl SWizard::*)(void) __ptr64>::operator()<>()Строка 161    C++
  UE4Editor-AppFramework.dll!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SWizard,FReply (__cdecl SWizard::*)(void) __ptr64> >(TMemberFunctionCaller<SWizard,FReply (__cdecl SWizard::*)(void)> && Func)Строка 128    C++
  UE4Editor-AppFramework.dll!TBaseSPMethodDelegateInstance<0,SWizard,0,FReply __cdecl(void)>::Execute()Строка 321    C++
  UE4Editor-Slate.dll!TBaseDelegate<FReply>::Execute()Строка 521    C++
  UE4Editor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent)Строка 275    C++
  UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<лямбда>(const FArrangedWidget & TargetWidget, const FPointerEvent & Event)Строка 4598    C++
  UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FReply <лямбда>(const FArrangedWidget &, const FPointerEvent &) >(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::FReply <лямбда>(const FArrangedWidget &, const FPointerEvent &) & Lambda)Строка 215    C++
  UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent(FWidgetPath & WidgetsUnderPointer, FPointerEvent & PointerEvent)Строка 4587    C++
  UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent & MouseEvent)Строка 5041    C++
  UE4Editor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const FVector2D CursorPos)Строка 5021    C++
  UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage)Строка 1507    C++
  UE4Editor-Core.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags)Строка 1847    C++
  UE4Editor-Core.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam)Строка 742    C++
  UE4Editor-Core.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam)Строка 664    C++
  [Внешний код]    
  UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages(bool bFromMainLoop)Строка 903    C++
  UE4Editor.exe!FEngineLoop::Tick()Строка 2729    C++
  UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow)Строка 148    C++
  UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow)Строка 189    C++
  [Внешний код]    


Locals:

  •      this    0x000000ee3671af20 {Type=Class (1 '\x1') Class=0x000000ee261fce00
    

    (Name=0x000000ee022b04f8 "Turret") ...} FNativeClassHierarchyNode *

  •      ChildEntry    Ptr=0x000000ee3671afc0, SharedRefs=1, WeakRefs=1,
    

    Object={Type=Class (1 '\x1') Class=0x000000ee4eeb6e80 (Name=0x000000ee1f8dfe70 "Turret_AI") ClassModuleName=...} TSharedRef

Product Version: UE 4.12
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asked Jun 25 '16 at 03:47 PM in Bug Reports

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broly
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answered Jun 25 '16 at 04:42 PM

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Jamie Dale STAFF
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avatar image broly Jun 26 '16 at 05:30 PM

Exactly! Thank you!

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