Comments (2)
Some crucial info is missing from that call stack, could you please run at least DebugGame Editor
(full "gameless" Debug
/Debug Editor
preferable if you have one) and look at what exactly is causing the segfault?
In particular, what's the version of UE5Coro and Unreal used and the value of this
for the FPromise
object before it calls resume() on line 143?
UAuthorisationUseCase
is not part of the engine so it's not something I can look into.
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Closing this due to no actionable bug report. If you tracked this one down to a bug in UE5Coro, please feel free to reopen with more information.
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Related Issues (20)
- failed to compile "DoTests" in file DelegateAwaiterTest.cpp HOT 8
- Live coding breaks generators HOT 2
- Compile error? HOT 7
- 发布安卓报错 HOT 1
- Is it dangerous for the UObject to be destroyed without canceling the coroutine? HOT 2
- Waiting for a coroutine in a coroutine takes 1-Tick for the process to return HOT 5
- Latent Coroutine Resumes for Unloaded Streamed Actor, Crash HOT 5
- [Question] TPromise Example HOT 1
- Latent Coroutine Crash On Exiting Game - Repro included HOT 8
- Coroutine crash when opening or leaving level in editor (game not running) HOT 1
- Canceling Nested Latent Awaiters HOT 3
- How to cancel TCoroutine<> if its already running HOT 1
- Build crashes with "Exceptions are not supported" HOT 8
- UObject destruction causes it to leak its incomplete(suspended) latent coroutines HOT 5
- Ability for coroutine to await its own cancellation HOT 6
- What effects the timing accuracy of the wait for seconds? HOT 1
- UE5CoroGAS: "Overlapping ability activations with the same prediction" key when triggering ability from client HOT 11
- UnrealBuildTool packing error - Could not find definition for module 'UE5Coro' HOT 6
- Packaging issues (using TextureGraph plugin) HOT 2
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