Closed maciello closed 11 months ago
It happens every time a Projectile bounces. Crash happens when shooting a lot of projectiles in short succession.
tested on UE versions: 5.1.1 + 5.2
File: Plugins/MassCommunitySample/Source/MassCommunitySample/Common/Processors/MSOctreeProcessors.cpp
Line:42:
... void UMSProjectileHitObservers::Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) { Context.SetFlushDeferredCommands(true); CollisionHitEventQuery.ForEachEntityChunk(EntityManager, Context, [&](FMassExecutionContext& Context) {...
Removing(/Commenting) the line fixes the errors.
... void UMSProjectileHitObservers::Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) { //Context.SetFlushDeferredCommands(true); CollisionHitEventQuery.ForEachEntityChunk(EntityManager, Context, [&](FMassExecutionContext& Context) {...
I disabled flushing these guys for now (same fix here)
It happens every time a Projectile bounces. Crash happens when shooting a lot of projectiles in short succession.
tested on UE versions: 5.1.1 + 5.2
File: Plugins/MassCommunitySample/Source/MassCommunitySample/Common/Processors/MSOctreeProcessors.cpp
Line:42:
Removing(/Commenting) the line fixes the errors.