Hi.
Remember Rama’s Tutorial on creating dynamic lists of widgets (A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums) ? Well for some reason, if I leave my UMG widget on the screen too long, the elements populating the scroll box will get garbage collected and crash the game.
[2017.11.25-05.45.42:968][250]LogUObjectBase: Error: Virtual functions table is invalid.
Fatal error: [File:C:\Users\Moi\MyEngines\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp] [Line: 554]
Invalid object in GC: 0x0000022800000000, ReferencingObject: NPCDialogueElement_C /Engine/Transient.UnrealEdEngine_0:GalileenGameInstance_0.NPCDialogueElement_C_0, ReferencingObjectClass: WidgetBlueprintGeneratedClass /Game/UMG/NPCDialogue/NPCDialogueElement.NPCDialogueElement_C, Property Name: Icone, Offset: 1360, TokenIndex: 27
UE4Editor.exe has triggered a breakpoint.
The NPCDialogueElement is the UMG widget I use to create entries into a scroll box on some master widget. It was created using the UMG editor.
I tried saving the created widgets in an array, even used a UPROPERTY() decorated array inside the C++ parent of this blueprint but it keeps on crashing with the same error.
The callstack reveals little to me.
UE4Editor-CoreUObject.dll!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::ProcessObjectArray(FGCArrayStruct & InObjectsToSerializeStruct, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 614 C++
UE4Editor-CoreUObject.dll!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::FCollectorTaskQueue::DoTask() Line 299 C++
UE4Editor-CoreUObject.dll!TGraphTask<TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::FCollectorTaskProcessorTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 784 C++
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasks() Line 907 C++
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit(int QueueIndex) Line 785 C++
UE4Editor-Core.dll!FTaskThreadBase::Run() Line 501 C++
UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 76 C++
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 25 C++
[External Code]
Any hint appreciated.