When creating an asset from c++ (called by an editor utility blueprint) source control immediatly tries to check it out (before the function can finish running) and crashes the editor if the code tries to modify or save the new asset.
Checking out the asset is triggered by "AssetToolsModule.Get().CreateAsset(Name,PackagePath,USplineDataAsset::StaticClass(),MyFactory);" and fails even if all the subsequent code is commented out.
Of note: the whole function ran fine yesterday, there was no change to it or any of its dependencies (it might have been hidden until the engine restarted)
Hello,
When creating an asset from c++ (called by an editor utility blueprint) source control immediatly tries to check it out (before the function can finish running) and crashes the editor if the code tries to modify or save the new asset. Checking out the asset is triggered by "AssetToolsModule.Get().CreateAsset(Name,PackagePath,USplineDataAsset::StaticClass(),MyFactory);" and fails even if all the subsequent code is commented out. Of note: the whole function ran fine yesterday, there was no change to it or any of its dependencies (it might have been hidden until the engine restarted)
crashreport.zip
Edit: Disappeared again for the moment.