Sorry I posted too impatient today, this evening I will try to create a project to reproduce the things I mentioned above. So I have a question here: Is the "SetAnimation" blueprint and the "SetSkin" blueprint of a spine widget has to be linked to UE4 Event Construct? This is the official suggested way to use SpineWidget but is there a way to replace it? The problem turns to be: if the UE4 Event Construct of a UE4 UserWidget is empty and be called by something else, the process of create uEntry from (UTrackEntry *)entry->getRendererObject() So in conclution, I think the problem is 99% because I didn't link the "SetAnimation" blueprint and the "SetSkin" blueprint to the default UE4 Event Construct. I remebered that this is bucause I need to ensure my custom initial process only be excuted once. The bad news is, after I deep analysis my project, I found that the "SetAnimation" blueprint node and the "SetSkin" blueprint node of the problem spine widget is not link to the default UE4 Event Construct (or Event Pre Construct) of this problem Userwidget. The new project basically just contain one UE4 UserWidget blueprint, and the UI struct is the same as my project. The good news is, after I create a new project trying to reproduce the problem, the editor and the game doesn't crash this time. But I have a good news and a bad news here. ![]() ![]() The process of "void *pointer cast to UTrackEntry *pointer" is not stable, will cause memory access violation.But I don't know which pointer is garbage collected. The pointer is garbage collected by something, maybe is by UE4.I have two assumptions about this situation: Windows error is "DPC_WATCHDOG_VIOLATION". GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, uEntry->UObject::GetName()) Īnd I start my project, let the SpineWidget play the animation.Īt first, the uEntry name is printed normally, one example is "Trackentry_2147482509", and the project didn' crash.īut after a few seconds, the name of the uEntry turned into "None", and the Windows system just crash. Hi there, today I add one line code after the uEntry instance is generated (basically just let UE4 to print the uEntry name on the screen): Would this bug only effect the animation broadcast of the SpineWidget, or this bug would effect all types of animation broadcast (including spine skeleton component)? I will post my UE4 blueprint of the widget below, but since my project don't have much development time left, I want to know one thing first: So I update my 4.0 SpinePlugin to the latest: directly download github source code today (2022.Feb.12) ![]() I found a similar UE4 crash in the forum: UEntry = (UTrackEntry *)0x000001c350f44fc0(Name=Illegal name(block index outof range)_2130739455)Īnd because the NAME is out of the range, the AnimationComplete broadcast is failed, and thus cause the ue4 crash. Hi there, the SpineWidget in my project now have this crash report:
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