Comments (5)
The call to TArray::Num()
can only crash if your TArray is invalid. I think your GameState
is nullptr
. It's not crashing at accessing PlayerArray
because you're taking a reference to it. The compiler likely optimized it so you're never accessing GameState
, instead it's just moving GameState + offsetof(PlayerArray)
into the variable (Actors
).
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The dll was compiled in Debug and I have checked whether GameState
is nullptr
. Right, I will test it again.
from dumper-7.
In that case a crash in TArray::Num
doesn't make any sense.
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It's not completed !
I try agian, and it make my game crash in another way!
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Sorry for chiming in if this is not related, but in the past we were experiencing these crashes on ::Num, even when we checked for null.
Along side the fixes wit the negative index (from the other Issue report) I also have done this:
The current project I'm working on with a few friends, is a fork of another menu not from us, and they had that first "TODO", I added the second TODO node after checking WorldContext and or WorldActors (It's been some time since I did these changes to the SDK to remember properly)
I believe our crashing stopped since then.
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