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Editor Crash on hot reload #263

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heyzxz opened this issue Oct 10, 2019 · 1 comment
Open

Editor Crash on hot reload #263

heyzxz opened this issue Oct 10, 2019 · 1 comment

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@heyzxz
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@heyzxz heyzxz commented Oct 10, 2019

Hi,

I had included "JavascriptComponent.h" in c++, and did some easy thing like this:

// JSActor is a BP actor, which already has a UJavascriptComponent attached.
UJavascriptComponent* JsCom = StaticCast<UJavascriptComponent*>(JSActor->GetComponentByClass(UJavascriptComponent::StaticClass()));

The Unreal Editor will get crash every time when I 'Build' the code (from VS).
I'm using Unreal 4.22.3 and UnrealJS 0.3.6 (which would be the currently latest version I think)

The Crash report shows below:


Unhandled exception

UE4Editor_V8_0011!v8::internal::tracing::TraceEventHelper::GetTracingController()
UE4Editor_V8_0011!v8::Function::Call()
UE4Editor_V8_0011!v8::CallJavascriptFunction() [e:\sanshi\ue4\byss\ckframework_dev\plugins\unrealjs\source\v8\private\functioncall.cpp:53]
UE4Editor_V8_0011!FJavascriptDelegate::Fire() [e:\sanshi\ue4\byss\ckframework_dev\plugins\unrealjs\source\v8\private\delegates.cpp:324]
UE4Editor_V8_0011!UJavascriptDelegate::ProcessEvent() [e:\sanshi\ue4\byss\ckframework_dev\plugins\unrealjs\source\v8\private\delegates.cpp:430]
UE4Editor_JavascriptEditor_0010!UJavascriptEditorTick::FJavascriptEditorTickSignature_DelegateWrapper() [e:\sanshi\ue4\byss\ckframework_dev\plugins\unrealjs\source\javascripteditor\javascripteditortick.h:21]
UE4Editor_JavascriptEditor_0010!FJavascriptEditorTick::Tick() [e:\sanshi\ue4\byss\ckframework_dev\plugins\unrealjs\source\javascripteditor\javascripteditortick.cpp:18]
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

FYI: It looks similar with this issue: #86 ,
but with different crash reports.

@keicoon

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@keicoon keicoon commented Oct 28, 2019

Hi. heyzxz.
I checked how that is defined in cpp and found UJavascriptComponent class is defined by "BlueprintType" in uclass.
... it better use that in blueprint system.
Thx.

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