Hello,
I have created an interface for the project currently used and am happy to say that the Interface setup works well.
However, I am currently facing a bit of a stop-wall. I’m creating a custom Damage System (that has my damage communication needs) and am following the same execution Style as the Default In-engine:
- UInterface Class Exists
- Function Library Wraps it (and makes its execution easy; see the normal apply damage functions from GameplayStatistic).
I’ve created functions similar to those and they’re crashing the Engine. However, the crash comes from an Assertion Failed.
The code in the Function Library is the following:
bool UCMLibrary::DoesActorImplementCMInterfaces(AActor* Actor, UObject* &Implementing)
{
if (Actor)
{
ICMInterfaces* ICMItem = Cast<ICMInterfaces>(Actor);
if (ICMItem)
{
Implementing = Cast<UObject>(ICMItem);
return true;
}
else //Actor doesn't. Let's look at the Actor's Components!
{
bool Success = false;
TArray<UActorComponent*> ActorCompList;
Actor->GetComponents(ActorCompList, true);
if (ActorCompList.Num() > 0)
{
for (int Z = 0; (Z < ActorCompList.Num()) && !Success; Z++)
{
ICMItem = Cast<ICMInterfaces>(ActorCompList[Z]);
Success = ICMItem;
}
if (ICMItem)
{
Implementing = Cast<UObject>(ICMItem);
}
}
return Success;
}
}
else
{
return false;
}
}
Here’s the fun part. If I execute this function inside an Actor Component / Actor Class (tested this both in C++ Classes and Blueprint Classes), this function works wonderfully. If however I access this function inside the UCMLibrary Class, I get the mentioned Assertion Failed Error.
What am I doing wrong / What should I be doing instead?
Thanks!
=========================
Clarifying edit: The same happens if I use the following:
Actor->GetClass-()>ImplementsInterface(UCMInterfaces::StaticClass())
//Or with Any other UObject Type.
========================
I’m also adding the segment in CMInterfaces.gen.cpp responsible for this function:
struct Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics
{
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_ReturnValue;
static const UE4CodeGen_Private::FStructPropertyParams NewProp_DamageData;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::NewProp_ReturnValue = { UE4CodeGen_Private::EPropertyClass::Float, "ReturnValue", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000580, 1, nullptr, STRUCT_OFFSET(CMInterfaces_eventI_ApplyDamage_Parms, ReturnValue), METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FStructPropertyParams Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::NewProp_DamageData = { UE4CodeGen_Private::EPropertyClass::Struct, "DamageData", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000080, 1, nullptr, STRUCT_OFFSET(CMInterfaces_eventI_ApplyDamage_Parms, DamageData), Z_Construct_UScriptStruct_FMakeDamageSentData, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::NewProp_ReturnValue,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::NewProp_DamageData,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::Function_MetaDataParams[] = {
{ "Category", "CMBPF | Interfaces | Main | Damage" },
{ "ModuleRelativePath", "Libraries/CMInterfaces.h" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UCMInterfaces, "I_ApplyDamage", RF_Public|RF_Transient|RF_MarkAsNative, nullptr, (EFunctionFlags)0x0C020C00, sizeof(CMInterfaces_eventI_ApplyDamage_Parms), Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::PropPointers, ARRAY_COUNT(Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::PropPointers), 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::Function_MetaDataParams, ARRAY_COUNT(Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UCMInterfaces_I_ApplyDamage_Statics::FuncParams);
}
return ReturnFunction;
}
And here’s the CrashContext Runtime
<?xml version="1.0" encoding="UTF-8"?>
<FGenericCrashContext>
<RuntimeProperties>
<CrashVersion>3</CrashVersion>
<CrashGUID>UE4CC-Windows-50700E1F496838557D380E80AA6FE851_0000</CrashGUID>
<ProcessId>6604</ProcessId>
<IsInternalBuild>false</IsInternalBuild>
<IsPerforceBuild>false</IsPerforceBuild>
<IsSourceDistribution>false</IsSourceDistribution>
<IsEnsure>true</IsEnsure>
<IsAssert>false</IsAssert>
<CrashType>Ensure</CrashType>
<SecondsSinceStart>0</SecondsSinceStart>
<GameName>UE4-DBS</GameName>
<ExecutableName>UE4Editor</ExecutableName>
<BuildConfiguration>Development</BuildConfiguration>
<GameSessionID />
<PlatformName>Windows</PlatformName>
<PlatformNameIni>Windows</PlatformNameIni>
<EngineMode>Editor</EngineMode>
<EngineModeEx>Dirty</EngineModeEx>
<DeploymentName />
<EngineVersion>4.20.3-4369336+++UE4+Release-4.20</EngineVersion>
<CommandLine>"H:\Project\Project.uproject"</CommandLine>
<LanguageLCID>1033</LanguageLCID>
<AppDefaultLocale>en-US</AppDefaultLocale>
<BuildVersion>++UE4+Release-4.20-CL-4369336</BuildVersion>
<IsUE4Release>true</IsUE4Release>
<UserName>M153</UserName>
<BaseDir>H:/UE4/UE_4.20/Engine/Binaries/Win64/</BaseDir>
<RootDir>H:/UE4/UE_4.20/</RootDir>
<MachineId>B3C7519849A374D9F5A1019AED498EBE</MachineId>
<LoginId>b3c7519849a374d9f5a1019aed498ebe</LoginId>
<EpicAccountId>e400c92b77ab4737a0721ada80f9c9c0</EpicAccountId>
<CallStack>UE4Editor_Core!FDebug::OptionallyLogFormattedEnsureMessageReturningFalseImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:439]
UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::AllocateDefaultPins() [d:\build\++ue4\sync\engine\source\editor\blueprintgraph\private\k2node_callarrayfunction.cpp:21]
UE4Editor_BlueprintGraph!UK2Node_CallFunction::ReallocatePinsDuringReconstruction() [d:\build\++ue4\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:686]
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() [d:\build\++ue4\sync\engine\source\editor\blueprintgraph\private\k2node.cpp:581]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::ReconstructNode() [d:\build\++ue4\sync\engine\source\editor\blueprintgraph\private\edgraphschema_k2.cpp:4442]
UE4Editor_UnrealEd!FBlueprintEditorUtils::ReconstructAllNodes() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:566]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:724]
UE4Editor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2165]
UE4Editor_Engine!UBlueprintGeneratedClass::ConditionalRecompileClass() [d:\build\++ue4\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:264]
UE4Editor_CoreUObject!FScopedClassDependencyGather::~FScopedClassDependencyGather() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:477]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4250]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4467]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3864]
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2925]
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3087]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1364]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2602]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2345]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2650]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2345]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2650]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2345]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2124]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2034]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:749]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:452]
UE4Editor_CoreUObject!GetPackageLinker() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linker.cpp:716]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1276]
UE4Editor_CoreUObject!LoadPackage() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1471]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:2511]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:5992]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:5469]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:696]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2355]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3721]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:348]
UE4Editor_UnrealEd!EditorInit() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedglobals.cpp:97]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:150]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll</CallStack>
<PCallStack />
<SourceContext> 6 #include "UObject/BlueprintsObjectVersion.h"
7 #include "Kismet/KismetArrayLibrary.h" // for Array_Get()
8 #include "Algo/Transform.h"
9
10 UK2Node_CallArrayFunction::UK2Node_CallArrayFunction(const FObjectInitializer& ObjectInitializer)
11 : Super(ObjectInitializer)
12 {
13 }
14
15 void UK2Node_CallArrayFunction::AllocateDefaultPins()
16 {
17 Super::AllocateDefaultPins();
18
19 UEdGraphPin* TargetArrayPin = GetTargetArrayPin();
20 ***** if (ensure(TargetArrayPin))
21 {
22 TargetArrayPin->PinType.ContainerType = EPinContainerType::Array;
23 TargetArrayPin->PinType.bIsReference = true;
24 TargetArrayPin->PinType.PinCategory = UEdGraphSchema_K2::PC_Wildcard;
25 TargetArrayPin->PinType.PinSubCategory = NAME_None;
26 TargetArrayPin->PinType.PinSubCategoryObject = nullptr;
27 }
28
29 TArray< FArrayPropertyPinCombo > ArrayPins;
30 GetArrayPins(ArrayPins);
31 for(auto Iter = ArrayPins.CreateConstIterator(); Iter; ++Iter)
32 {
33 if(Iter->ArrayPropPin)
34 {
35 Iter->ArrayPropPin->bHidden = true;</SourceContext>
<UserDescription>Sent in the unattended mode</UserDescription>
<UserActivityHint>EditorInit</UserActivityHint>
<ErrorMessage>Ensure condition failed: TargetArrayPin [File:D:\Build\++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_CallArrayFunction.cpp] [Line: 21]</ErrorMessage>
<CrashDumpMode>0</CrashDumpMode>
<CrashReporterMessage />
<Misc.NumberOfCores>4</Misc.NumberOfCores>
<Misc.NumberOfCoresIncludingHyperthreads>8</Misc.NumberOfCoresIncludingHyperthreads>
<Misc.Is64bitOperatingSystem>1</Misc.Is64bitOperatingSystem>
<Misc.CPUVendor>GenuineIntel</Misc.CPUVendor>
<Misc.CPUBrand>Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz</Misc.CPUBrand>
<Misc.PrimaryGPUBrand>NVIDIA GeForce GTX 970</Misc.PrimaryGPUBrand>
<Misc.OSVersionMajor>Windows 10</Misc.OSVersionMajor>
<Misc.OSVersionMinor />
<GameStateName />
<MemoryStats.TotalPhysical>17042198528</MemoryStats.TotalPhysical>
<MemoryStats.TotalVirtual>140737488224256</MemoryStats.TotalVirtual>
<MemoryStats.PageSize>4096</MemoryStats.PageSize>
<MemoryStats.TotalPhysicalGB>16</MemoryStats.TotalPhysicalGB>
<MemoryStats.AvailablePhysical>5332365312</MemoryStats.AvailablePhysical>
<MemoryStats.AvailableVirtual>140727554777088</MemoryStats.AvailableVirtual>
<MemoryStats.UsedPhysical>4314660864</MemoryStats.UsedPhysical>
<MemoryStats.PeakUsedPhysical>4315676672</MemoryStats.PeakUsedPhysical>
<MemoryStats.UsedVirtual>4516376576</MemoryStats.UsedVirtual>
<MemoryStats.PeakUsedVirtual>4516376576</MemoryStats.PeakUsedVirtual>
<MemoryStats.bIsOOM>0</MemoryStats.bIsOOM>
<MemoryStats.OOMAllocationSize>0</MemoryStats.OOMAllocationSize>
<MemoryStats.OOMAllocationAlignment>0</MemoryStats.OOMAllocationAlignment>
<TimeOfCrash>636892328655910000</TimeOfCrash>
<bAllowToBeContacted>1</bAllowToBeContacted>
<PlatformFullName>Win64 [Windows 10 64b]</PlatformFullName>
<CrashReportClientVersion>1.0</CrashReportClientVersion>
<Modules>H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\icuio53.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\iculx53.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\icule53.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\icuin53.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\icuuc53.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2015\icudt53.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor.exe
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LandscapeEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-FoliageEdit.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MeshPaintMode.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-GeometryMode.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-TextureAlignMode.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-BspMode.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SequenceRecorderSections.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AutomationWorker.dll
H:\UE4\UE_4.20\Engine\Plugins\Marketplace\PTMTool\Binaries\Win64\UE4Editor-PTMTool.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SequenceRecorder.dll
H:\UE4\UE_4.20\Engine\Plugins\Runtime\AudioCapture\Binaries\Win64\UE4Editor-AudioCaptureEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\MovieScene\MatineeToLevelSequence\Binaries\Win64\UE4Editor-MatineeToLevelSequence.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PlacementMode.dll
H:\UE4\UE_4.20\Engine\Plugins\MovieScene\LevelSequenceEditor\Binaries\Win64\UE4Editor-LevelSequenceEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4Editor-WmfMediaEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\MediaPlayerEditor\Binaries\Win64\UE4Editor-MediaPlayerEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\ImgMedia\Binaries\Win64\UE4Editor-ImgMediaEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\AvfMedia\Binaries\Win64\UE4Editor-AvfMediaFactory.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\AvfMedia\Binaries\Win64\UE4Editor-AvfMediaEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\AndroidMedia\Binaries\Win64\UE4Editor-AndroidMediaFactory.dll
H:\UE4\UE_4.20\Engine\Plugins\Media\AndroidMedia\Binaries\Win64\UE4Editor-AndroidMediaEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Lumin\MagicLeapMedia\Binaries\Win64\UE4Editor-MagicLeapCameraPreviewFactory.dll
H:\UE4\UE_4.20\Engine\Plugins\Lumin\MagicLeapMedia\Binaries\Win64\UE4Editor-MagicLeapMediaFactory.dll
H:\UE4\UE_4.20\Engine\Plugins\Lumin\MagicLeapMedia\Binaries\Win64\UE4Editor-MagicLeapMediaEditor.dll
H:\UE4\UE_4.20\Engine\Plugins\Experimental\CharacterAI\Binaries\Win64\UE4Editor-CharacterAI.dll
H:\UE4\UE_4.20\Engine\Plugins\2D\Paper2D\Binaries\Win64\UE4Editor-SmartSnapping.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SessionServices.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SessionMessages.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ViewportSnapping.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SkeletalMeshEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ClothPainter.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LogVisualizer.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-IntroTutorials.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\Lumin\UE4Editor-LuminPlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\IOS\UE4Editor-IOSPlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\HTML5\UE4Editor-HTML5PlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\Android\UE4Editor-AndroidDeviceDetection.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\Android\UE4Editor-AndroidPlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-WindowsPlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\Lumin\UE4Editor-LuminRuntimeSettings.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\IOS\UE4Editor-IOSRuntimeSettings.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-InputBindingEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MergeActors.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LocalizationDashboard.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-DeviceProfileEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ProjectLauncher.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\Android\UE4Editor-AndroidRuntimeSettings.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LocalizationService.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-UndoHistory.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Blutility.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ProjectTargetPlatformEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ProjectSettingsViewer.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-EditorSettingsViewer.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SettingsEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SessionFrontend.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ProfilerClient.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-TargetDeviceServices.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-DeviceManager.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AutomationController.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AutomationMessages.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AutomationWindow.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Layers.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PackagesDialog.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Persona.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PinnedCommandList.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Toolbox.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ModuleUI.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-OutputLog.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-GammaUI.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Documentation.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-StreamingPauseRendering.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LauncherPlatform.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PortalServices.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PortalRpc.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MessagingRpc.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AITestSuite.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ProfilerService.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ProfilerMessages.dll
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H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-BlueprintCompilerCppBackend.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Navmesh.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SSL.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LevelEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AnimationCore.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-TimeManagement.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AudioMixer.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-HardwareTargeting.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ClassViewer.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-WidgetCarousel.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MaterialBaking.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SceneDepthPickerMode.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ActorPickerMode.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AdvancedPreviewScene.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AnimGraphRuntime.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-UMGEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-BlueprintNativeCodeGen.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SharedSettingsWidgets.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-KismetWidgets.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-EditorWidgets.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-UELibSampleRate.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Sockets.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PropertyPath.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Renderer.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-NavigationSystem.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-UnrealAudio.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-HTTP.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SourceControl.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-DirectoryWatcher.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PIEPreviewDeviceProfileSelector.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ClothingSystemRuntime.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ViewportInteraction.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MovieSceneTracks.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MovieScene.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-GameProjectGeneration.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AddContentDialog.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Localization.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-GraphEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PropertyEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MaterialEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-BlueprintGraph.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\libfbxsdk.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Kismet.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-UMG.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AppFramework.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Engine.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ClothingSystemEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-HierarchicalLODUtilities.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Foliage.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-HeadMountedDisplay.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-EditorStyle.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Core.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MaterialUtilities.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-JsonUtilities.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-TargetPlatform.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-StatsViewer.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-DesktopPlatform.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-CurveEditor.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Slate.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PakFile.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AnimGraph.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SandboxFile.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-CinematicCamera.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MeshDescription.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-GameplayTags.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LevelSequence.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Landscape.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\Ogg\Win64\VS2015\libogg_64.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PacketHandler.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-EngineSettings.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SwarmInterface.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AssetRegistry.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-SlateCore.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MaterialShaderQualitySettings.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ClothingSystemRuntimeInterface.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\IOS\UE4Editor-TVOSTargetPlatform.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-LaunchDaemonMessages.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-EngineMessages.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\PhysX3\Win64\VS2015\PxFoundationPROFILE_x64.dll
H:\UE4\UE_4.20\Engine\Plugins\Runtime\ExampleDeviceProfileSelector\Binaries\Win64\UE4Editor-ExampleDeviceProfileSelector.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MeshDescriptionOperations.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-UtilityShaders.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ShaderCore.dll
H:\UE4\UE_4.20\Engine\Plugins\Portal\LauncherChunkInstaller\Binaries\Win64\UE4Editor-LauncherChunkInstaller.dll
H:\UE4\UE_4.20\Engine\Plugins\Lumin\MagicLeap\Binaries\Win64\UE4Editor-MagicLeapHelperVulkan.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ApplicationCore.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-RHI.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ImageCore.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AnalyticsET.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ReliabilityHandlerComponent.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-PerfCounters.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-UnrealEdMessages.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-AudioPlatformConfiguration.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-RawMesh.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-ClothingSystemEditorInterface.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MediaUtils.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-XGEController.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Analytics.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-RenderCore.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-Projects.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-InputCore.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-BuildSettings.dll
H:\UE4\UE_4.20\Engine\Binaries\Win64\UE4Editor-MoviePlayer.dll
H:\UE4\UE_4.20\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2015\libvorbisfile_64.dll</Modules>
</RuntimeProperties>
<PlatformProperties>
<PlatformIsRunningWindows>1</PlatformIsRunningWindows>
<PlatformCallbackResult>0</PlatformCallbackResult>
</PlatformProperties>
<EnabledPlugins>
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</FGenericCrashContext>
//===============================
Edit: I’m adding the other function here:
bool UCMLibraries::SendDamageData(FMakeAdvDamageData DamageData, TArray<float> &DamageInflicted)
{
int CurrentCount = DamageInflicted.Num();
if (DamageData.IsValidData() && DamageData.IsAdvancedDamage())
{
//TArray<ICMInterfaces*> ICMArray;
//ICMInterfaces* ICMItem;
FMakeDamageSentData DamageSentData;
UObject* Implementing;
ICMInterfaces* ICMItem;
float Damage = 0;
//
//Here Goes an If Statement that constructus FMakeDamageSentData.
//
for (int X = 0; (X < DamageData.MainDamagedActors.Num()); X++)
{
if (DamageData.MainDamagedActors[X])
{
if (UCMLibraries::DoesActorImplementCMInterfaces(DamageData.MainDamagedActors[X], Implementing))
{
ICMItem = Cast<ICMInterfaces>(Implementing);
if (ICMItem)
{
Damage = ICMItem->Execute_I_ApplyDamage(DamageData.DamagerActor, DamageSentData);
if (Damage != 0)
{
DamageInflicted.Add(Damage);
}
}
}
}
}
return DamageInflicted.Num() > CurrentCount;
}
else
{
return false;
}
}
If I run this exact code inside an Actor Component however it doesn’t crash.The Engine only crashes if the UCMLibraries::DoesActorImplementCMInterfaces() Function is there. I’ve also looked at the stack and it crashes before ICMItem casts looking for ICMInterfaces.