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Critical Error on Editor Startup

Please can anyone elaborate on what might be culprit of this error?

  • Started this error after I added new C++ class to project which resulted in editor crash without finishing recompile (class .cpp and .h showed up in VS just fine) after recompile in VS (no error there in log) cant load project anymore.

  • Editor crashes every time while loading project at 70%

  • I'm not using any create new functionality in my actor classes. Everything is standard Actor constructors.

  • VS project compiles fine without any error

  • Build and Rebuild solution does not changed a thing.

    [2016.11.27-11.15.30:350][ 0]LogWindows:Error: Fatal error: [File:C:\Git\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2488] [2016.11.27-11.15.30:350][ 0]LogWindows:Error: UObject(const FObjectInitializer&) 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.

Can I somehow FORCE unreal to flush all cache and recompile all stuff? My project does not contain any assets yet so I do not worry losing any asset, it is only used to develop C++ functionality and I would love to get it back working.

Thank you.

Product Version: UE 4.14
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asked Nov 27 '16 at 11:36 AM in Bug Reports

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Vertex Soup
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So after couple debug trace sessions and googling I figured out, it was my mistake. I'm still wondering why it happened.

I have in my Actor derived class .h file defined code like this:

 UCurveFloat* m_Curve;

But I forgot to initialize this in constructor and I'm not sure why I need to do so in constructor. I was planing to do lazy on demand initialization so if someone can explain:

Why I need to do this in Actor constructor?

 m_Curve = NewObject<UCurveFloat>();


So if anyone can explain why I need to do this in constructor, I'm all ears :) Still new to C++ in general so maybe I'm missing something important here.

Above change fixed my project startup for me. Working again.

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answered Nov 27 '16 at 04:14 PM

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