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August 21, 2020 09:06
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LoginId: | |
EpicAccountId: | |
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 1 from an array of size 0 | |
UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:100] | |
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:450] | |
UE4Editor_Engine!DispatchCheckVerify<void,<lambda_97149b9bd250c62d654825bff2da0d98> >() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:162] | |
UE4Editor_Engine!USkeletalMeshComponent::ForEachBodyBelow() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshComponentPhysics.cpp:1627] | |
UE4Editor_Engine!UPhysicalAnimationComponent::ApplyPhysicalAnimationSettingsBelow() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:136] | |
UE4Editor_Engine!UPhysicalAnimationComponent::execApplyPhysicalAnimationSettingsBelow() [D:\Build\++UE4+Licensee\Sync\Engine\Intermediate\Build\Win64\UE4Editor\Inc\Engine\PhysicalAnimationComponent.gen.cpp:250] | |
UE4Editor_CoreUObject!UFunction::Invoke() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5542] | |
UE4Editor_CoreUObject!UObject::CallFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:927] | |
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2796] | |
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:997] | |
UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:828] | |
UE4Editor_CoreUObject!ProcessLocalFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1058] | |
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:997] | |
UE4Editor_CoreUObject!UObject::ProcessInternal() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1085] | |
UE4Editor_CoreUObject!UFunction::Invoke() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5542] | |
UE4Editor_CoreUObject!UObject::ProcessEvent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1916] | |
UE4Editor_Engine!AActor::ProcessEvent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:798] | |
UE4Editor_Engine!AActor::BeginPlay() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3457] | |
UE4Editor_Engine!AActor::DispatchBeginPlay() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3397] | |
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:246] | |
UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\GameStateBase.cpp:205] | |
UE4Editor_Engine!UWorld::BeginPlay() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:4184] | |
UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:478] | |
UE4Editor_UnrealEd!UEditorEngine::CreateInnerProcessPIEGameInstance() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2792] | |
UE4Editor_UnrealEd!UEditorEngine::OnLoginPIEComplete_Deferred() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1474] | |
UE4Editor_UnrealEd!UEditorEngine::CreateNewPlayInEditorInstance() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1708] | |
UE4Editor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2580] | |
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1089] | |
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1016] | |
UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1611] | |
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:414] | |
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4850] | |
UE4Editor!GuardedMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169] | |
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] | |
UE4Editor!WinMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268] | |
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] | |
kernel32 | |
ntdll |
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