- LogWindows: Error: Assertion failed: !bCleanedUpWorld [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/World.cpp] [Line: 4092]
场景流中的子场景重复包含
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If I edit any property of my character, editor crashes. But if I duplicate the BP, then it works?
Sometimes when editing any sort of blueprint class, you must delete it and then re-add it back into the editor or you get weird crash or bugged out blueprints. When you copied it, it created a new/fresh updated blueprint instance that was correct, while the original one was stale and bugged.
I"ve had it happen a couple times, but not for a while now. The only way I could fix it was by either redoing the affected BP or duplicating it, and redoing references etc.
复制一份,使用Replace Reference和重定向修复。如果遇到Replace Reference提示需要关闭StartUp时,把ProjectSetting里的Editor起始场景Clear掉。
- UPROPERTY崩溃,定位在check(TextStartIndex <= TextEndIndex); 解决方案:避免在代码中使用中文
- LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: Component->HasBegunPlay() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Actor.cpp] [Line: 3457]
LogOutputDevice: Error: Failed to route BeginPlay 解决方案:继承自UE4基类的函数一定要调用Super::XXX() -
UE4编译报错:命令行 error D8049: 无法执行“C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\c1xx.dll”: 命令行太长,无法适应调试记录 解决在XXX.build.cs文件中添加:bLegacyPublicIncludePaths = false;