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UE5 has crashed
Crash after writing the following code
Async(EAsyncExecution::ThreadPool, [=]{MultirotorRpcLibClient Client;Client.confirmConnection(); vector<string> oldVehicles = Client.listVehicles(); for (auto name : oldVehicles) { Client.simDestroyObject(name); } });
Crash Information
[内联框架] UnrealEditor-Engine.dll!USceneComponent::MoveComponent(const UE::Math::TVector &) 行 1655 C++ UnrealEditor-Engine.dll!AActor::SetActorLocationAndRotation(UE::Math::TVector NewLocation, const UE::Math::TQuat & NewRotation, bool bSweep, FHitResult * OutSweepHitResult, ETeleportType Teleport) 行 4322 C++ UnrealEditor-AirSim-Win64-DebugGame.dll!PawnSimApi::setPoseInternal(const msr::airlib::VectorMathT<Eigen::Matrix<float,3,1,0,3,1>,Eigen::Quaternion<float,2>,float>::Pose & pose, bool ignore_collision) 行 468 C++ UnrealEditor-AirSim-Win64-DebugGame.dll!UE::Core::Private::Function::TFunctionRefCaller<<lambda_336230580d0930dcbc9d6b2c5490272f>,void cdecl(void)>::Call(void * Obj) 行 475 C++ UnrealEditor-AirSim-Win64-DebugGame.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<0>,void cdecl(void)>::operator()() 行 603 C++ UnrealEditor-AirSim-Win64-DebugGame.dll!UAirBlueprintLib::RunCommandOnGameThread(TFunction<void cdecl(void)> InFunction, bool wait, const TStatId InStatId) 行 331 C++ UnrealEditor-AirSim-Win64-DebugGame.dll!PawnSimApi::setPose(const msr::airlib::VectorMathT<Eigen::Matrix<float,3,1,0,3,1>,Eigen::Quaternion<float,2>,float>::Pose & pose, bool ignore_collision) 行 448 C++ UnrealEditor-AirSim-Win64-DebugGame.dll!MultirotorPawnSimApi::updateRendering(float dt) 行 114 C++ UnrealEditor-AirSim-Win64-DebugGame.dll!ASimModeWorldBase::Tick(float DeltaSeconds) 行 167 C++ UnrealEditor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) 行 1410 C++ UnrealEditor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr & MyCompletionGraphEvent) 行 222 C++ UnrealEditor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr & MyCompletionGraphEvent) 行 284 C++ UnrealEditor-Engine.dll!TGraphTask::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) 行 1348 C++ [内联框架] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) 行 950 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) 行 760 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) 行 649 C++ [内联框架] UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) 行 2149 C++ UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) 行 2203 C++ UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) 行 565 C++ UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) 行 1592 C++ UnrealEditor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) 行 794 C++ UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) 行 1537 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) 行 1890 C++ UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) 行 517 C++ UnrealEditor-Win64-DebugGame.exe!FEngineLoop::Tick() 行 5369 C++ [内联框架] UnrealEditor-Win64-DebugGame.exe!EngineTick() 行 66 C++ UnrealEditor-Win64-DebugGame.exe!GuardedMain(const wchar_t * CmdLine) 行 202 C++ UnrealEditor-Win64-DebugGame.exe!LaunchWindowsStartup(HINSTANCE * hInInstance, HINSTANCE * hPrevInstance, char * formal, int nCmdShow, const wchar_t * CmdLine) 行 233 C++ UnrealEditor-Win64-DebugGame.exe!WinMain(HINSTANCE * hInInstance, HINSTANCE * hPrevInstance, char * pCmdLine, int nCmdShow) 行 282 C++
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i want remove Vehicle At Runtime
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Bug report
What's the issue you encountered?
UE5 has crashed
Crash after writing the following code
Async(EAsyncExecution::ThreadPool, [=]{MultirotorRpcLibClient Client;Client.confirmConnection(); vector<string> oldVehicles = Client.listVehicles(); for (auto name : oldVehicles) { Client.simDestroyObject(name); } });
Crash Information
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How can the issue be reproduced?
Include full error message in text form
What's better than filing an issue? Filing a pull request :).
The text was updated successfully, but these errors were encountered: