I have been working on making my project more modular. All was well until I separated my building system. The game crashes now when I go into build mode and select a building component. Here is the dump.

btw…why do all my questions and answers go to moderation?

Has anyone seen this?

When I select a building component all it is doing is attaching a mesh to the raycast hit point. Before I went modular it was getting an error about a huge object, but it still worked.

Dump Summary ------------ Dump File:27f12581-5f2c-4174-9fd4-81e9e458dc78.dmp : D:\amazon\1.15.0.0\dev\CrashDB\reports\27f12581-5f2c-4174-9fd4-81e9e458dc78.dmp Last Write Time:8/14/2018 11:33:37 AM Process Name:Editor.exe : D:\amazon\1.15.0.0\dev\Bin64vc141\Editor.exe Process Architecture:x64 Exception Code:0xC00000FD Exception Information:The thread used up its stack. Heap Information:Not Present System Information ------------------ OS Version:10.0.17134 CLR Version(s): Modules ------- Module NameModule PathModule Version ------------------------------------ Editor.exeD:\amazon\1.15.0.0\dev\Bin64vc141\Editor.exe1.15.0.0 ntdll.dllC:\WINDOWS\SYSTEM32\ntdll.dll10.0.17134.165 KERNEL32.DLLC:\WINDOWS\System32\KERNEL32.DLL10.0.17134.1 KERNELBASE.dllC:\WINDOWS\System32\KERNELBASE.dll10.0.17134.165 USER32.dllC:\WINDOWS\System32\USER32.dll10.0.17134.1 win32u.dllC:\WINDOWS\System32\win32u.dll10.0.17134.1 GDI32.dllC:\WINDOWS\System32\GDI32.dll10.0.17134.1 gdi32full.dllC:\WINDOWS\System32\gdi32full.dll10.0.17134.112 msvcp_win.dllC:\WINDOWS\System32\msvcp_win.dll10.0.17134.137 ucrtbase.dllC:\WINDOWS\System32\ucrtbase.dll10.0.17134.165 ADVAPI32.dllC:\WINDOWS\System32\ADVAPI32.dll10.0.17134.1 msvcrt.dllC:\WINDOWS\System32\msvcrt.dll7.0.17134.1 sechost.dllC:\WINDOWS\System32\sechost.dll10.0.17134.1 RPCRT4.dllC:\WINDOWS\System32\RPCRT4.dll10.0.17134.112 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Ok, I have a little more detail now.

The crash occurs when I send info from my survivalHud script to my buildMode script:

local currentItemId = GameplayNotificationId(self.Properties.buildMode, “messageData”, “float”);

GameplayNotificationBus.Event.OnEventBegin(currentItemId, 120)

I can remove the reference to the buildmode script and it will not crash.

With the buildmode script referenced, even if I disable all incoming messages from the survivalHud script, it crashes 100% of the time. Here is one example.

if incomingDataBegin == 120 then

currentItem = not currentItem

ghostFoundationActivate = not ghostFoundationActivate

ghostWallActivate = false

ghostWindowActivate = false

ghostTriangleActivate = false

ghostMidTriangleActivate = false

ghostDoorWayActivate = false

ghostRampActivate = false

xroundto=.5

yroundto=.5

zroundto=4

end

oh yeah, here is the message receiver I’m using on buildMode script:

self.incomingDataId = GameplayNotificationId(self.entityId, “messageData”, “float”);

self.incomingDataBus = GameplayNotificationBus.Connect(self, self.incomingDataId);–message receiver

Nevermind, I figured it out.

Hate to rush anyone, but my project is at a standstill until I figure this out… :slight_smile:

:open_mouth: i’m sorry haven’t been on lately.

Glad to hear you figured it out.