Editor crash on communicating with player controller

Hi,

I’m trying to add a “TestUnit” pawn to an array of “TestUnit” pawns called “units” inside the player controller, and set a boolean variable inside the player controller called “OnUnit” to true when clicking on “TestUnit” in-game. See screenshots below for details:

Now when I press “Play”, the game functions as it should. The boolean is set to false, and the TestUnit is added to the array. But when I save the project and open it up again, the editor crashes instantly. I am able to open up the project again by removing either the “CameraController” or “TestUnit” asset from the Blueprints folder.

When I have the project open again after the crash, add the removed blueprint back into the project, re-cast the player controller to CameraController in TestUnit and add the remaining functions to it, I’m able to once again launch the game without a problem. However, when I close the project and open it after that, the crash will happen again.

I’ve also tried adding the blueprints to a new project, but when I try to set the game controller to CameraController, this project also crashes.

I hope this problem can be resolved with the information I’ve given. If any more information is required, let me know.

Hey Thom,

Could you include a copy of the crash log file you get when you try to open the project? If you could zip it before attaching, that would be preferred to copy/pasting the log itself.

Thanks,

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Hey , here you go.

Hey Thom,

This is the crash log for the crash client itself, the one I’m looking for will be in your Project’s folder under /Saved/Logs/. If you can get us that one, that would be great!

Thanks,

Oops, my mistake! Here’s the correct one.

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Hey Thom,

If you haven’t updated to 4.2 yet (released yesterday), would you be able to update and see if this crash still occurs for you? If it is still occurring for you, I’ll pass this along to our blueprint team for further investigation.

Thanks,

Hey ,

I did update the engine to 4.2, and it resolved the crash. Hooray! However, this brought up a new issue, in the form of an error that I didn’t get before. Here’s where it goes wrong:

For some reason it also disconnects the Self reference from the Add node.

I should add that the variable type for the Array is set to “TestUnit_C”.

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you.