So I have been trying to work on an async function (an FAutoDeleteAsyncTask). I followed the guide on async tasks here: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums and exposed it to blueprints (with a success/fail delegate) using some source code adapted from the engine. If I make sure the task completes before I close down the editor, I get no breakpoints or errors, however, if I don’t have the task complete before the editor closes. I get a breakpoint.
An excerpt from call stack:
[2017.05.18-16.07.49:662][571]LogDirectoryWatcher: A directory notification for 'C:/XXX/Documents/Unreal Projects/OpenSSL0/Content/' was aborted.
[2017.05.18-16.07.49:672][571]LogExit: Editor shut down
[2017.05.18-16.07.49:673][571]LogExit: Transaction tracking system shut down
[2017.05.18-16.07.49:710][571]LogObj: Freed 0b from 0 cluster array pools.
[2017.05.18-16.07.49:710][571]LogExit: Object subsystem successfully closed.
Assertion failed: IsValidIndex(Index) && ChunkIndex < NumChunks && Index < MaxTotalElements [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Core\Public\UObject/NameTypes.h] [Line: 354]
With this being equal to the following:
+ this 0x000001d7da197b88 {MyInput={...} Socket=0x000001d7ed5dbbf0 (Name=0x000001d7870b2ca8 "Socket"_2) } FSocketRecieveTask *
Which tells me my task (FSocketRecieveTask) is causing the error. I was unable to find any information on the topic, so I hope someone here can help me Thanks in advance!