What it says on the tin, really.
If you leave an editor plugin set to “Type”: “Developer” (instead of changing it to Editor or EditorNoCommandlet), once you hit a key in a running game, you get something along these lines:
Assertion failed: IsValid() [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 794]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_MainFrame!FMainFrameActionCallbacks::OnUnhandledKeyDownEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\mainframe\private\frame\mainframeactions.cpp:179]
UE4Editor_MainFrame!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<FReply (__cdecl*const & __ptr64)(FKeyEvent const & __ptr64),FKeyEvent const & __ptr64>() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:116]
UE4Editor_MainFrame!TBaseStaticDelegateInstance<FReply __cdecl(FKeyEvent const & __ptr64)>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:949]
UE4Editor_Slate!TBaseDelegate<FReply,FKeyEvent const & __ptr64>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:522]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4636]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4538]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1487]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2071]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:814]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:678]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:951]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2811]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
This didn’t happen quite this dramatically in previous versions.
Steps to reproduce:
- Start C++ project (third person example, for ex)
- add new standalone window plugin
- restart
- play as “standalone game”
- press any key on the keyboard