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crash at .text:101347F6 test byte ptr [eax+3F0h], 2
eax is zero.
voidAActor::ProcessEvent( UFunction* Function, void* Parms, void* Result )
{
guardSlow(AActor::ProcessEvent);
if( Level->bBegunPlay )
Super::ProcessEvent( Function, Parms, Result );
unguardSlow;
}
Level is None.
And in editor it confirmed:
So there fix goes as check Level in ProcessEvent.
But in general, on map load, Level must be set, for each actor, to actual level, for avoid such stuff. Because, I guess, such actors will crash editor in many places.
As manual workaround - select all actors on Level and set Level via actor properties.
Reproduce:
1 Open mhg_test.zip in UnrealEd
2. Press Delete key (one actor already selected on map, if not - select any)
Expected result: Selected actor deleted.
Actual result: Editor crash.
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