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Hi,
I have just ported the plugin to UE5 to test it with my project. After some trivial fixes I have faced an editor startup crash caused by FPsNetworkEvent , more exactly in the void operator<<(FStructuredArchive::FSlot Slot, FPsNetworkEvent& Value)
it is caused by the 2 lines of:
Slot << Value.Path;
Slot << Value.Data;
they are resulting in errors in FStructuredArchive after void FStructuredArchiveSlot::operator<< (FString& Value)
and void FStructuredArchiveSlot::Serialize(TArray<uint8>& Data)
respectively:
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Assertion failed: ElementId == CurrentSlotElementId [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchive.cpp] [Line: 80]
LogWindows: Error: Attempt to serialize data into an invalid slot
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ff9a8ccaa6a UnrealEditor-Core.dll!FStructuredArchive::EnterSlot() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchive.cpp:80]
LogWindows: Error: [Callstack] 0x00007ff9a8caaa2f UnrealEditor-Core.dll!FStructuredArchiveSlot::operator<<() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchiveSlots.cpp:245]
LogWindows: Error: [Callstack] 0x00007ff9510a24ce UnrealEditor-PsData.dll!UScriptStruct::TCppStructOps<FPsNetworkEvent>::Serialize() [D:\ProgramFiles\Epic Games\UE_5.4\Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h:1295]
LogWindows: Error: [Callstack] 0x00007ff9a7ecf214 UnrealEditor-CoreUObject.dll!UScriptStruct::SerializeItem() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2985]
There have been some engine changes, and I'm really got stuck with it.
Thanks.
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