Hey,
If I declare :
USTRUCT(Atomic, BlueprintType)
struct FDemoStruct
{
GENERATED_USTRUCT_BODY();
/*Reference anim*/
//UPROPERTY(EditAnywhere, BlueprintReadWrite) UAnimSequence * ReferenceAnim;
};
the editor crashes when I try to edit the blueprint of the actor that contains an instance of this struct.
The crash report :
Access violation - code c0000005 (first/second chance not available)
UE4Editor_CoreUObject!UObjectBaseUtility::GetPathName() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:49]
UE4Editor_CoreUObject!UObjectBaseUtility::GetPathName() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:32]
UE4Editor_CoreUObject!UObjectPropertyBase::GetExportPath() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertybaseobject.cpp:166]
UE4Editor_CoreUObject!UObjectPropertyBase::ExportTextItem() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertybaseobject.cpp:212]
UE4Editor_CoreUObject!UProperty::ExportText_Direct() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\property.cpp:611]
UE4Editor_CoreUObject!UScriptStruct::ExportText() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:2177]
UE4Editor_CoreUObject!UStructProperty::ExportTextItem() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertystruct.cpp:234]
UE4Editor_CoreUObject!UArrayProperty::ExportTextItem() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertyarray.cpp:318]
UE4Editor_CoreUObject!UProperty::ExportText_Direct() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\property.cpp:611]
UE4Editor_BlueprintGraph!UK2Node_MakeStruct::FMakeStructPinManager::CustomizePinData() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node_makestruct.cpp:102]
UE4Editor_BlueprintGraph!FOptionalPinManager::CreateVisiblePins() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:1109]
UE4Editor_BlueprintGraph!UK2Node_MakeStruct::AllocateDefaultPins() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\k2node_makestruct.cpp:163]
UE4Editor_BlueprintGraph!UBlueprintNodeSpawner::Prime() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\blueprintnodespawner.cpp:94]
UE4Editor_BlueprintGraph!FBlueprintActionDatabase::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\blueprintgraph\private\blueprintactiondatabase.cpp:1097]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\public\tickableeditorobject.h:21]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1397]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
Thanks