Danjasan
Topic Author
Posts: 2
Joined: 01 Jun 2020, 17:02

UE4 Shooter Sample crash

10 Jun 2020, 16:56

I have built the sample against UE4.24 and I can run the Editor fine. I then added the XAML assets to the project and set those correctly in the HUD / Menu Blueprints. Unfortunately when I run the I get a crash in the HUD InitInstance trying to copy the PrimaryWeapon property data from Script to Blueprint struct.

Any ideas what might be wrong here?

Unfortunately the log for the crash only seems to show a warning for a missing font... I reckon that is unrelated:
[2020.06.10-16.50.30:084][442]LogNoesis: '/NoesisGUI/Theme/NoesisTheme.Colors.Dark.xaml' loaded
[2020.06.10-16.50.30:085][442]LogNoesis: '/NoesisGUI/Theme/NoesisTheme.Brushes.DarkBlue.xaml' loaded
[2020.06.10-16.50.30:095][442]LogNoesis: '/NoesisGUI/Theme/NoesisTheme.Fonts.xaml' loaded
[2020.06.10-16.50.30:130][442]LogNoesis: '/NoesisGUI/Theme/NoesisTheme.Styles.xaml' loaded
[2020.06.10-16.50.30:130][442]LogNoesis: '/NoesisGUI/Theme/NoesisTheme_DarkBlue.NoesisTheme_DarkBlue' loaded
[2020.06.10-16.50.30:171][442]LogNoesis: '/Game/Noesis/Resources.xaml' loaded
[2020.06.10-16.50.30:173][442]LogNoesis: Warning: /Game/Noesis/HUDResources.xaml(219): Font not found 'Fonts/#Saira'


Here's the Call stack:
UE4Editor-Core.dll!rml::internal::Block::freePublicObject(struct rml::internal::FreeObject *) Unknown
UE4Editor-Core.dll!rml::internal::ExtMemoryPool::initTLS(void) Unknown
UE4Editor-Core.dll!scalable_realloc() Unknown
> UE4Editor-Core.dll!FMallocTBB::Realloc(void * Ptr, unsigned __int64 NewSize, unsigned int Alignment) Line 123 C++
UE4Editor-Core.dll!FMemory::Realloc(void * Original, unsigned __int64 Count, unsigned int Alignment) Line 56 C++
[Inline Frame] UE4Editor-Core.dll!TSizedHeapAllocator<32>::ForAnyElementType::ResizeAllocation(int) Line 414 C++
UE4Editor-Core.dll!TArray<wchar_t,TSizedDefaultAllocator<32> >::ResizeForCopy(int NewMax, int PrevMax) Line 2500 C++
[Inline Frame] UE4Editor-Core.dll!TArray<wchar_t,TSizedDefaultAllocator<32> >::CopyToEmpty(const wchar_t * PrevMax, int) Line 2526 C++
[Inline Frame] UE4Editor-Core.dll!TArray<wchar_t,TSizedDefaultAllocator<32> >::operator=(const TArray<wchar_t,TSizedDefaultAllocator<32> > &) Line 399 C++
UE4Editor-Core.dll!FString::operator=(const FString & __that) Line 1896 C++
UE4Editor-CoreUObject.dll!TProperty<FString,UProperty>::CopyValuesInternal(void * Dest, const void * Src, int Count) Line 1036 C++
[Inline Frame] UE4Editor-CoreUObject.dll!UProperty::CopyCompleteValue(void * Dest, const void *) Line 514 C++
[Inline Frame] UE4Editor-CoreUObject.dll!UProperty::CopyCompleteValue_InContainer(void *) Line 520 C++
UE4Editor-CoreUObject.dll!UScriptStruct::CopyScriptStruct(void * InDest, const void * InSrc, int ArrayDim) Line 2519 C++
UE4Editor-NoesisRuntime.dll!NoesisCreateComponentForUStruct(UScriptStruct * Struct, void * Src) Line 2322 C++
UE4Editor-NoesisRuntime.dll!GetProperty<NoesisStructWrapper>(void * BasePointer, UProperty * Property) Line 530 C++
UE4Editor-NoesisRuntime.dll!NoesisObjectWrapper::GetProperty<NoesisStructWrapper>(const TypePropertyData & Data) Line 1141 C++
UE4Editor-NoesisRuntime.dll!TypePropertyNoesisObjectWrapper<NoesisObjectWrapper>::GetComponent(const void * Ptr) Line 1304 C++
[External Code]
UE4Editor-NoesisRuntime.dll!UNoesisInstance::InitInstance() Line 319 C++
UE4Editor-UMG.dll!UUserWidget::Initialize() Line 351 C++
UE4Editor-UMG.dll!UUserWidget::CreateInstanceInternal(UObject * Outer, TSubclassOf<UUserWidget> UserWidgetClass, FName InstanceName, UWorld * World, ULocalPlayer * LocalPlayer) Line 2224 C++
[Inline Frame] UE4Editor-UMG.dll!TCastImpl<UUserWidget,UUserWidget,0>::DoCast(UObject *) Line 131 C++
[Inline Frame] UE4Editor-UMG.dll!Cast(UUserWidget *) Line 195 C++
UE4Editor-UMG.dll!CreateWidget<UUserWidget,UWorld>(UWorld * OwningObject, TSubclassOf<UUserWidget> UserWidgetClass, FName WidgetName) Line 1435 C++
UE4Editor-UMG.dll!UWidgetBlueprintLibrary::Create(UObject * WorldContextObject, TSubclassOf<UUserWidget> WidgetType, APlayerController * OwningPlayer) Line 62 C++
UE4Editor-UMG.dll!UWidgetBlueprintLibrary::execCreate(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 29 C++
UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 4907 C++
UE4Editor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 927 C++
[Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++
UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Z_Param__Result, bool bCanFailSilently) Line 2792 C++
[Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++
UE4Editor-CoreUObject.dll!UObject::execLetObj(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2613 C++
[Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++
UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 997 C++
UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 828 C++
UE4Editor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1056 C++
[Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++
UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 997 C++
UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 828 C++
UE4Editor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1056 C++
[Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 338 C++
UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 997 C++
UE4Editor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1081 C++
UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 4907 C++
UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1912 C++
UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 795 C++
UE4Editor-Engine.dll!AActor::BeginPlay() Line 3468 C++
UE4Editor-Engine.dll!APlayerController::BeginPlay() Line 1492 C++
UE4Editor-Engine.dll!AActor::DispatchBeginPlay(bool bFromLevelStreaming) Line 3384 C++
UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() Line 246 C++
UE4Editor-ShooterGame.dll!AShooterGameMode::HandleMatchIsWaitingToStart() Line 128 C++
UE4Editor-Engine.dll!AGameMode::SetMatchState(FName NewState) Line 355 C++
UE4Editor-Engine.dll!AGameMode::StartPlay() Line 153 C++
UE4Editor-Engine.dll!UWorld::BeginPlay() Line 4126 C++
UE4Editor-Engine.dll!UGameInstance::StartPlayInEditorGameInstance(ULocalPlayer * LocalPlayer, const FGameInstancePIEParameters & Params) Line 433 C++
UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance(int InPIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode, bool bRunAsDedicated, bool bPlayStereoscopic, float PIEStartTime) Line 3570 C++
UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor(UWorld * InWorld, bool bInSimulateInEditor, FPlayInEditorOverrides Overrides) Line 2613 C++
UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 1303 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1600 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 410 C++
UE4Editor.exe!FEngineLoop::Tick() Line 4485 C++
[Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 173 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 252 C++
[External Code]

[2020.06.10-16.50.30:174][442]LogNoesis: '/Game/Noesis/HUDResources.xaml' loaded
[2020.06.10-16.50.30:174][442]LogNoesis: Warning: /Game/Noesis/HUD.HUD(16): Font not found 'Fonts/#Saira'
[2020.06.10-16.50.30:177][442]LogNoesis: '/Game/Noesis/HUD.HUD' loaded
Last edited by Danjasan on 10 Jun 2020, 21:00, edited 3 times in total.
 
Danjasan
Topic Author
Posts: 2
Joined: 01 Jun 2020, 17:02

Re: UE4 Shooter Sample crash

10 Jun 2020, 18:56

moved to OP.
 
User avatar
hcpizzi
Site Admin
Posts: 316
Joined: 09 Feb 2012, 12:40

Re: UE4 Shooter Sample crash

12 Jun 2020, 11:35

Hi Danjasan,

I could reproduce the crash. It's already fixed on GitHub and on the latest package downloadable from the Downloads page: https://noesisengine.com/developers/downloads.php

Let us know if you still have problems with these changes.

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