Set Particle Component's TickEvenWhenPaused to true, then run the game, then SetGamePaused to true, then crash
The actor's setup is like this:
Then you can call SetTickableWhenPaused(true) for the particle component:
Then call this some where some time:
We've examined the call stack and suspecting it's a bug. The TickTaskManager clears the
Code samples are below:
TickTaskManager.cpp // the calling site, call ExecuteTick() then goes to particle component.
ParticleComponent.cpp // crash is here, GetCompletionHandle() failes inside.
I was able to reproduce the crash after pausing the game and have entered the bug UE-34486 for further investigation. You can view the public tracker for this issue here: https://issues.unrealengine.com/issue/UE-34486
answered Aug 10 '16 at 02:34 PM
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