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Comments (7)

rdeioris avatar rdeioris commented on July 22, 2024

Are you using a threaded build ?

Does the following class (mapped to PyActor) works:

class Spawner:
    def begin_play(self):
        self.uobject.enable_input()
        self.uobject.bind_pressed_key('X', self.spawn)

    def spawn(self):
        new_actor = self.uobject.actor_spawn(ue.find_class('PyActor'), FVector(0, 0, 0), FRotator(0, 0, 90))

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Tibo669 avatar Tibo669 commented on July 22, 2024

Yes I'm using a threaded build.

Your class works fine, it also works fine when I do :

class SuperHero:

    def begin_play(self):
        ue.log('Begin Play on Hero class')
        self.uobject.enable_input()
        self.uobject.bind_key('K', ue.IE_PRESSED, self.spawn)

    def spawn(self):
        ue.log("Spawned")
        new_actor = self.uobject.actor_spawn(ue.find_class('PyActor'), FVector(0, 0, 0), FRotator(0, 0, 90)) 

But UE still crashes when called from an other function inside SuperHero.
The log only shows :
[2016.10.04-19.24.26:412][452]LogPython: Spawned

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rdeioris avatar rdeioris commented on July 22, 2024

Remove threading support, unfortunately an optimization we have in the PyActor constructor causes a deadlock. I am still unsure if investing in threading support is a good idea. It introduces lot of performance implications and complexities. I leave the issue opened as the fix is pretty easy (albeit it wil lrequire to disable the optimization when threading is enabled)

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rdeioris avatar rdeioris commented on July 22, 2024

Latest version removed the python initializiation out of the constructor. This should support object spawning in any part of the code

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rdeioris avatar rdeioris commented on July 22, 2024

Can we close it ?

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Tibo669 avatar Tibo669 commented on July 22, 2024

Yes thank you for the quick fix. Works fine for me now

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UtkarshMoholkar avatar UtkarshMoholkar commented on July 22, 2024

@rdeioris I am using multithreading to Spawn an Blueprint Actor and Unreal Engine is crashing suddenly when the spawn function called.

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