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【UE5】ログイン時にクラッシュする件について
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中瀬広崇
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Oct 23, 2023, 5:15:04 AM
10/23/23
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to GS2 ユーザグループ
お世話になっております。
現在、
GS2-SDK for UE5 Blueprint
のチュートリアルの実装を行っております。
Gs2::Core::Action::Loginが呼ばれた際、UEがクラッシュします。
何か考えられる原因等ございますでしょうか。
# 環境
・UE5.1.1
・gs2-sdk-for-ue5-2023.10.8
・Visual Studio 2022
# 再現手順
1.サードパーソン(C++)のプロジェクトを作成
2.GS2のセットアップ(
https://docs.gs2.io/ja/get_start/tutorial/setup_gs2/
)
3.SDKのセットアップ(
https://docs.gs2.io/ja/get_start/tutorial/setup_sdk/
)
4.
マネージメントコンソールを使用した
クレデンシャルの
作成
(
https://docs.gs2.io/ja/get_start/tutorial/setup_credential/ui/
)
5.GS2-SDK for UE5 Blueprint
のチュートリアル
(
https://docs.gs2.io/ja/get_start/blueprint/
)
6.プロジェクトをビルド
7.プロジェクトを実行 -> クラッシュ
# クラッシュ時のログ
Assertion failed: IsValid() [File:C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1082]
UnrealEditor_BpGs2!ULoginAsyncFunction::Activate() [C:\UnrealEngineProjects\TRYON\Plugins\Gs2Plugin\Source\BpGs2\Private\Core\Action\Login.cpp:49]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6455]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1129]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3139]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1199]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1029]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1269]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1199]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1296]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6455]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2127]
UnrealEditor_Engine!AActor::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1055]
UnrealEditor_BpGs2!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\UObject\ScriptDelegates.h:493]
UnrealEditor_BpGs2!FGs2AccountAccountGetValueSuccessDelegate_DelegateWrapper() [C:\UnrealEngineProjects\TRYON\Plugins\Gs2Plugin\Source\BpGs2\Public\Account\Action\Gs2AccountAccountGetValue.h:25]
UnrealEditor_BpGs2!<lambda_02bcd12fc1a326328ff3d20362956e84>::operator()<TSharedPtr<Gs2::UE5::Account::Model::FEzAccount,1> >() [C:\UnrealEngineProjects\TRYON\Plugins\Gs2Plugin\Source\BpGs2\Private\Account\Action\Gs2AccountAccountGetValue.cpp:50]
UnrealEditor_BpGs2!TBaseFunctorDelegateInstance<void __cdecl(TSharedPtr<Gs2::UE5::Account::Model::FEzAccount,1>),FDefaultDelegateUserPolicy,<lambda_02bcd12fc1a326328ff3d20362956e84> >::ExecuteIfSafe() [C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:845]
UnrealEditor_EzGs2!<lambda_981d1173d7e5d08c8f6f7e88d7af9577>::operator()() [C:\UnrealEngineProjects\TRYON\Plugins\Gs2Plugin\Source\Gs2Core\Public\Core\Util\Gs2Future.h:140]
UnrealEditor_Gs2Core!FGs2Ticker::Tick() [C:\UnrealEngineProjects\TRYON\Plugins\Gs2Plugin\Source\Gs2Core\Gs2Core.cpp:40]
UnrealEditor_Engine!FTickableGameObject::TickObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Tickable.cpp:153]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1943]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:517]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5369]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:202]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Kouichirou Miyamoto
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Oct 23, 2023, 9:59:19 AM
10/23/23
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to GS2 ユーザグループ, hiro...@gmail.com
Gs2::Core:Action:InitializeノードからClient構造体を、Gs2::Core:Action:Loginノードに向けてリンクする必要がありますので、
こちらの接続について、ご確認頂くことで動作する可能性が高そうです。
エラーの発生する点、ドキュメントのわかりづらい点等について改善項目かと思われますが、
ひとまず、宜しくお願い致します。
2023年10月23日月曜日 18:15:04 UTC+9
hiro...@gmail.com
:
中瀬広崇
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Oct 23, 2023, 9:36:31 PM
10/23/23
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to GS2 ユーザグループ, Kouichirou Miyamoto, 中瀬広崇
早急のご回答ありがとうございます。
解決いたしました。
2023年10月23日月曜日 22:59:19 UTC+9 Kouichirou Miyamoto:
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