HI,
So i Upgraded to the latest version of the UNreal Plugin. I made 2 Functions in the ExamplePulseComponent as Follows
void UExamplePulseComponent::Save()
{
bSaveLoad = true;
m_PulseEngine->SerializeToFile(TCHAR_TO_UTF8(*FPaths::Combine(FPaths::ProjectSavedDir(),"PulseTest.json")));
bSaveLoad = false;
}
void UExamplePulseComponent::Load()
{
bSaveLoad = true;
m_PulseEngine->SerializeFromFile(TCHAR_TO_UTF8(*FPaths::Combine(FPaths::ProjectSavedDir(), "PulseTest.json")));
bSaveLoad = false;
}
When i Call the Deserialize Function the Code hits the Following Breakpoint.
The Call Stack For Reference
Pulse.dll!000001878cebdbf8() Unknown
> UnrealEditor-PulseEngine.dll!UExamplePulseComponent::GetVitalMonitorData() Line 151 C++
UnrealEditor-PulseEngine.dll!UExamplePulseComponent::execGetVitalMonitorData(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 224 C++
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6665 C++
UnrealEditor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 1139 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Z_Param__Result, bool bCanFailSilently) Line 3094 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477 C++
UnrealEditor-CoreUObject.dll!UObject::execLet(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2836 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477 C++
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1209 C++
UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 1039 C++
UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1279 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477 C++
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1209 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1306 C++
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6665 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2145 C++
UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1122 C++
[Inline Frame] UnrealEditor-PulseEngine.dll!TScriptDelegate<FNotThreadSafeNotCheckedDelegateMode>::ProcessDelegate(void *) Line 447 C++
UnrealEditor-PulseEngine.dll!TMulticastScriptDelegate<FNotThreadSafeDelegateMode>::ProcessMulticastDelegate<UObject>(void * Parameters) Line 900 C++
[Inline Frame] UnrealEditor-PulseEngine.dll!FPulseOnSimulationStep_DelegateWrapper(const TMulticastScriptDelegate<FNotThreadSafeDelegateMode> &) Line 144 C++
[Inline Frame] UnrealEditor-PulseEngine.dll!FPulseOnSimulationStep::Broadcast(UPulsePhysiologyEngine * InParam2, float) Line 30 C++
UnrealEditor-PulseEngine.dll!UPulsePhysiologyEngine::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) Line 378 C++
[Inline Frame] UnrealEditor-Engine.dll!FActorComponentTickFunction::ExecuteTick::__l2::<lambda_1>::operator()(float) Line 1090 C++
UnrealEditor-Engine.dll!FActorComponentTickFunction::ExecuteTickHelper<`FActorComponentTickFunction::ExecuteTick'::`2'::<lambda_1>>(UActorComponent * Target, bool bTickInEditor, float DeltaTime, ELevelTick TickType, const FActorComponentTickFunction::ExecuteTick::__l2::<lambda_1> & ExecuteTickFunc) Line 4490 C++
UnrealEditor-Engine.dll!FActorComponentTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 1088 C++
UnrealEditor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 278 C++
UnrealEditor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1265 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 866 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 758 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilIdle(int QueueIndex) Line 660 C++
UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 573 C++
UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1583 C++
UnrealEditor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 771 C++
UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1530 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1924 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 531 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5825 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 61 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++
[Inline Frame] UnrealEditor.exe!invoke_main() Line 102 C++
UnrealEditor.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!00007ffc0fab257d() Unknown
ntdll.dll!00007ffc10a0aa58() Unknown
Should be noted i only added the save and Load funciton. No Modification have been made.
Also i prevent a Tick wehn the Save load operation is being conducted
Please Advise