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UObject() constructor called.. crash at startup.

I'm getting this error about 70% of opening project. I'm unable to figure out what might be wrong. Nearly fresh project, double checked I'm not creating any actors or uobjects in non standard way. Any pointers to what might be wrong are more than welcome! :)

Note: I get exactly same error even after updating engine from GitHub source. Release branch. so this si for 4.12.5 and 4.13 preventing me to work on project. Editor loads up fine. Can I force c++ project to flush all intermediate meta/data or regenerate them all without loosing blueprints (I'm ok with recreating them if it helps tho).

 Fatal error: [File:C:\__UE4\UnrealEngine\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2422] 
 UObject() constructor called but it's not the object that's currently being constructed with NewObject. Maybe you trying to construct it on the stack which is not supported.

 UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:103]
 UE4Editor-Core.dll!FOutputDevice::Logf__VA() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:94]
 UE4Editor-Core.dll!FDebug::AssertFailed() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
 UE4Editor-CoreUObject.dll!UObject::UObject() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2423]
 UE4Editor-Engine.dll!AActor::AActor() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\engine\private\actor.cpp:50]
 UE4Editor-CoreUObject.dll!UClass::CreateDefaultObject() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:2524]
 UE4Editor-CoreUObject.dll!UObjectLoadAllCompiledInDefaultProperties() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:745]
 UE4Editor-CoreUObject.dll!ProcessNewlyLoadedUObjects() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:830]
 UE4Editor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1017]
 UE4Editor-Core.dll!TBaseMulticastDelegate<void>::Broadcast() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:921]
 UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\core\private\modules\modulemanager.cpp:461]
 UE4Editor-Projects.dll!FModuleDescriptor::LoadModulesForPhase() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\projects\private\moduledescriptor.cpp:398]
 UE4Editor-Projects.dll!FProjectManager::LoadModulesForProject() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\projects\private\projectmanager.cpp:53]
 UE4Editor.exe!FEngineLoop::LoadStartupModules() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2218]
 UE4Editor.exe!FEngineLoop::PreInit() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:1653]
 UE4Editor.exe!GuardedMain() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\launch\private\launch.cpp:117]
 UE4Editor.exe!GuardedMainWrapper() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
 UE4Editor.exe!WinMain() [c:\__ue4\unrealengine\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
 UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:255]

Product Version: UE 4.13
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asked Sep 06 '16 at 12:36 AM in Bug Reports

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2 answers: sort voted first

By some coincidence having this in constructor (didn't noticed it how it get there :| ) caused this error!

 Super::SetActorLabel(TEXT("MyNewShinyErrorLabel"), true); 

Obviously can't call this during construction from derived class.... SOLVED

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answered Sep 06 '16 at 01:14 AM

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Vertex Soup
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I have the same problem, I found it was occur because the default object. so I add

 if (this->GetFlags() & RF_ClassDefaultObject)

in my uobject`s construct and destruct function,it` s ok now

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answered May 16 '19 at 07:42 AM

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