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Editor crashes

I've had repeated crashes of the editor when building my C++ solution, which I think was related to having some bad array accesses in my game state class. I was also seeing weird behavior with a blueprint based on the C++ game state class, where a UPROPERTY variable that was originally a float was changed to an int32 in the C++ class, but when trying to access it from a blueprint, it was still showing up as a float, despite cleaning and rebuilding. However, having fixed what I thought was the problem with the array accesses, the editor now crashes before it finishes loading, and I have no idea how to determine why. Any pointers would be appreciated. The crash window output is below.

 Fatal error: [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp] [Line: 575] 
 Invalid object in GC: 0xcdcdcdcdcdcdcdcd, ReferencingObject: HexcentricGameState /Script/Hexcentric.Default__HexcentricGameState, ReferencingObjectClass: Class /Script/Hexcentric.HexcentricGameState, Property Name: OccupyingActor, Offset: 16, TokenIndex: 28
 
 
 UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
 UE4Editor_CoreUObject!TFastReferenceCollector<FGCReferenceProcessor,FGCCollector,FGCArrayPool,0>::ProcessObjectArray() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\fastreferencecollector.h:293]
 UE4Editor_CoreUObject!TGraphTask<TFastReferenceCollector<FGCReferenceProcessor,FGCCollector,FGCArrayPool,0>::FCollectorTask>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
 UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1277]
 UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1171]
 UE4Editor_Core!FTaskThreadBase::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:643]
 UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

The 'OccupyingActor' is another property in a struct:

 USTRUCT(BlueprintType)
 struct FHexGridElement
 {
     GENERATED_BODY()
 
     UPROPERTY(BlueprintReadWrite)
     bool bIsOccupied;
     
     UPROPERTY(BlueprintReadWrite)
     FVector Center;
 
     UPROPERTY(BlueprintReadWrite)
     AActor* OccupyingActor;
 };
 

Product Version: UE 4.15
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asked Nov 27 '17 at 02:40 AM in C++ Programming

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VolatileAgent
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After staring at that output some more, I tried adding a constructor to the FGameHex struct to initialize OccupyingActor to nullptr. This seems to have fixed the crashing problem.

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answered Nov 27 '17 at 03:14 AM

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VolatileAgent
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