#hit an exception nullptr and crash
1 messages ยท Page 1 of 1 (latest)
After adding a child of the BP component to my character BP and editing the defaults I hit a crash on PIE
I get the nullptr crash when the profile doesnt match
a few validation checks would probably fix the crash for others in future
Will have an update done by tonight/tomorrow, will let you know when it's live ๐
@late kindle to fix this one, you just need:
if (!CurrentBoneNames) { UE_LOG(LogTemp, Warning, TEXT("Bone chain %s not found in BoneChains map. Check your bone profile names in your Prismatiscape Deform Component."), *CurrentBoneChainName.ToString()); continue; }
after
const FPrismatiscapeBoneChainData* CurrentBoneNames = BoneChains.Find(CurrentBoneChainName);
in
PrismatiscapeDeformComponentCharacter.cpp function SetActiveProfile(FName NewProfileName)
How can I access the function? I have a similar problem and somehow don't find where to change the function
You are in the header file that ends with .h, you need to find the file ending with .cpp
got it, thanks!
sorry, I'm a real noob concerning c++, but somehow I can't really edit the cpp file (like copy paste your code inside it) anything I need to activate in order to work inside the file?
No worries!
Sounds a bit odd that you can't change the file. One option is to try to open it in notepad instead
Do you know if you have a C++ project with a .sln file? if not you will need to convert your blueprint project into a C++ project, you can find various tutorials for that
What i would suggest is that you just fix your bone mappings which should stop the crash and then prismaticadev will eventually release an update with my code
To fix the bone profiles you go on your prismatiscape deform component and fix these strings:
to match your skeleton
yeah, I looked through all bone mappings already and couldn't find any issues :/
alright, well my fix would not make it work then, it would just stop it from crashing and warn you something is wrong
I have a more complex system, since I'm using different meshes and swap them out at runtime
it works from begin play with Initial profile Human, but when I call the setActiveProfile with Human, it crashes
this is what I do on runtime
hrmm
now disconnected because of crash
can you run from visual studio?
the function? or what do you mean?๐
yes
have you opened it before?
if so, have you clicked play from within visual studio before?
at the top of visual studio you would want to select "DebugGame" in the dropdown next to play, probably where it says UE5 or Develop
yeah, never done that, but can try
give it a try
stop unreal first
then it will start up unreal editor with your project like normal
and then when you crash it will look like this:
and we will be able to get some hints as to whats wrong
what are the options in that dropdown
i use something called rider instead of visual studio so mine looks a little different
automation tool, epicgames.AspNet, EpicGames.Perforce.Fixture and UnrealBuildTool
unrealbuildtool is probably fine
if that doesn't work, then close visual studio and right click your uproject file and select "Generate Visual studio files"
oh i have them generated already
Analyzing Blueprints - Error: There was a problem while running the Unreal Engine integration for the project.
hm
ouch yeah thats not great
shit haha. ok. Well, thanks for the help so far I guess I have to dig deeper than taht
do you use version control