Dortamur
SMSatisfactory Modding
•Created by Dortamur on 3/2/2025 in #help-developing-mods
Crash on garbage collection of WidgetInteraction Component
I've had a long time problem with my mod (UEVR Enhancements) that it crashes whenever the player returns to main menu. The error is an EXCEPTION_ACCESS_VIOLATION on deallocating a WidgetInteraction Component.
I believe this is an upstream engine bug, but it's unlikely the main game or other mods use the WidgetInteraction Component - but my mod relies on it.
To replicate the problem:
- Add an Actor to the Example Mod called "CrashTestActor" and add a "WidgetInteraction" Component to it
- Spawn the Actor in the world (eg; at player pawn location) on load
- Load the game and load into the world
- Exit to main menu
How can I escalate this upstream to try and get it resolved?
Crash details attached.
19 replies
SMSatisfactory Modding
•Created by Dortamur on 1/23/2025 in #modding-resources
Migrating an UE Enumerator to C++
I recently had a need to migrate an Unreal Editor Enumeration to C++ and had no intention of manually changing every reference for my own sanity.
I figured out the following table-cloth-swap magic trick to swap enums with minimal manual tweaking:
Preparation:
- Back up everything. Seriously! Do that
git commit
, make a zip, whatever.
- Create your equivalent enum (with UENUM(BlueprintType)
) in C++
- In Unreal Editor rename your old UE Enumeration (eg; stick "Old" on the end) if it has the same name as the C++ enum to make migration and testing easier. Once renamed, right-click your top mod folder and "Fix Up Redirectors"
- Build your mod (Visual Studio build for Development Editor) then load Unreal Editor again and check your C++ enum is behaving and equivalent to the old UE Enumeration - they won't talk nicely yet...
Continued below...3 replies