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Editor crash on load with: "UObject() constructor called but it's not the object that's currently being constructed with NewObject."

The editor crashes on startup at 71%. It first crashed after I tried compiling the project in the editor, so I tried compiling it in Visual Studio and it compiles successfully, but the editor crashes anyways. The error message is this:

Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2501] UObject() constructor called but it's not the object that's currently being constructed with NewObject. Maybe you are trying to construct it on the stack, which is not supported.

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419] UE4Editor_CoreUObject!UObject::UObject() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2502] UE4Editor_Engine!AActor::AActor() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\actor.cpp:68] UE4Editor_Desidus!AActorPooler::AActorPooler() [d:\documenti\unreal projects\desidus\source\desidus\private\actorpooler.cpp:8] UE4Editor_CoreUObject!UClass::CreateDefaultObject() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:2749] UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:821] UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:895] UE4Editor_CoreUObject!TBaseStaticDelegateInstance::ExecuteIfSafe() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:788] UE4Editor_Core!TBaseMulticastDelegate::Broadcast() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937] UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:487] UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:484] UE4Editor_Projects!FProjectManager::LoadModulesForProject() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\projects\private\projectmanager.cpp:69] UE4Editor!FEngineLoop::LoadStartupModules() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2610] UE4Editor!FEngineLoop::PreInit() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2027] UE4Editor!GuardedMain() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:127] UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build++ue4+release-4.19+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:253] kernel32 ntdll

The ActorPooler class code is this: ActorPooler.h #pragma once

 #include "CoreMinimal.h"
 #include "GameFramework/Actor.h"
 #include "Containers/Queue.h"
 #include "ActorPooler.generated.h"
 
 UCLASS()
 class DESIDUS_API AActorPooler : public AActor
 {
     GENERATED_BODY()
     
 public:    
     // Sets default values for this actor's properties
     AActorPooler();
 
 protected:
     // Called when the game starts or when spawned
     virtual void BeginPlay() override;
 
 public:    
     // Called every frame
     virtual void Tick(float DeltaTime) override;
 
     UFUNCTION(BlueprintCallable, Category="Pooler")
     AActor* GetNext();
 
     UFUNCTION(BlueprintCallable, Category="Pooler")
     void Push(AActor* actor);
 
 private:
     TQueue<AActor> enabledList;
     TQueue<AActor> disabledList;
 
 public:
     UPROPERTY(BlueprintReadOnly, EditInstanceOnly, Category="Pooler")
     int size;
     
     UPROPERTY(BlueprintReadOnly, EditInstanceOnly, Category="Pooler")
     TSubclassOf<AActor> baseClass;
 
     UPROPERTY(BlueprintReadOnly, EditInstanceOnly, Category = "Pooler")
     FVector baseLocation;
 
     UPROPERTY(BlueprintReadOnly, EditInstanceOnly, Category = "Pooler")
     FRotator baseRotation;
     
     UPROPERTY(BlueprintReadOnly, EditInstanceOnly, Category = "Pooler")
     FVector baseScale;
     
 };

ActorPooler.cpp

 // Fill out your copyright notice in the Description page of Project Settings.
 
 #include "ActorPooler.h"
 
 
 // Sets default values
 AActorPooler::AActorPooler()
 {
      // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = true;
 
 }
 
 // Called when the game starts or when spawned
 void AActorPooler::BeginPlay()
 {
     Super::BeginPlay();
     
 }
 
 // Called every frame
 void AActorPooler::Tick(float DeltaTime)
 {
     Super::Tick(DeltaTime);
 
 }
 
 AActor* AActorPooler::GetNext()
 {
     
     return nullptr;
 }
 
 void AActorPooler::Push(AActor* actor)
 {
 
 }
 

I'm not calling the constructor anywhere and there are no references to the class in the project.

Product Version: UE 4.19
Tags:
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asked Apr 03 '18 at 06:02 PM in Bug Reports

avatar image

ximera91
67 3 6 11

avatar image Jeff A ♦♦ STAFF Apr 04 '18 at 05:53 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form

Thanks

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