From 1d35c8ccf113c403859a74dfe2a0352629d77ae2 Mon Sep 17 00:00:00 2001 From: bmk10 Date: Mon, 8 Jul 2019 17:14:26 -0700 Subject: [PATCH 1/3] saving bug, when closing big dialog if u make new stuff, and save 5-6 will be null crash. --- .../Code/EMotionFX/Source/BlendTreeLookAtNode.cpp | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/dev/Gems/EMotionFX/Code/EMotionFX/Source/BlendTreeLookAtNode.cpp b/dev/Gems/EMotionFX/Code/EMotionFX/Source/BlendTreeLookAtNode.cpp index 7c20260ec1..6394cd51e5 100644 --- a/dev/Gems/EMotionFX/Code/EMotionFX/Source/BlendTreeLookAtNode.cpp +++ b/dev/Gems/EMotionFX/Code/EMotionFX/Source/BlendTreeLookAtNode.cpp @@ -349,7 +349,12 @@ namespace EMotionFX { return; } - + if (!actor) // 7/8/2019 Georgiy Chipunov - Fix crash in Editor, trying to animate jack. + { + return; + }// to replicate the crash make new actor, new motions , new animt, new motions, and close editor, while its saved new action, will decal actor beefore running code. + + // Run finder.. const Node* targetNode = actor->GetSkeleton()->FindNodeByName(m_targetNodeName.c_str()); if (!targetNode) { @@ -498,4 +503,4 @@ namespace EMotionFX ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree) ; } -} // namespace EMotionFX \ No newline at end of file +} // namespace EMotionFX From e34a7d20400232aa50063c7481d2e01682da27bd Mon Sep 17 00:00:00 2001 From: bmk10 Date: Mon, 8 Jul 2019 23:46:37 -0700 Subject: [PATCH 2/3] crash model importing2 // delete mDock; // I don't care what memory leaks, cause this to break, but its bigger than me right now to fix // 7/8/2019 - I just want to stop crashing, quick fix. tempfix w\e. // Critical error detected c0000374 Editor.exe has triggered a breakpoint. --- .../EMotionStudio/EMStudioSDK/Source/DockWidgetPlugin.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/dev/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/DockWidgetPlugin.cpp b/dev/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/DockWidgetPlugin.cpp index 1113401733..b322e5c52f 100644 --- a/dev/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/DockWidgetPlugin.cpp +++ b/dev/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/DockWidgetPlugin.cpp @@ -39,7 +39,10 @@ namespace EMStudio mDock->disconnect(this); EMStudio::GetMainWindow()->removeDockWidget(mDock); - delete mDock; + // delete mDock; + // delete mDock; // I don't care what memory leaks, cause this to break, but its bigger than me right now to fix + // 7/8/2019 - I just want to stop crashing, quick fix. tempfix w\e. + // Critical error detected c0000374 Editor.exe has triggered a breakpoint. } } From 5f24a1ac62ef498925f314f09983a06473048675 Mon Sep 17 00:00:00 2001 From: bmk10 Date: Sun, 14 Jul 2019 18:42:12 -0700 Subject: [PATCH 3/3] fix v1, add tracers and printfs next times this might be too much out of my scope, but what I think happens, its by error, it delets the 2 compents itself or doesn't like the code with double same duplicate components, and just freaks from the natural lnauge code. or I need to be more carefull in editor, and save mroe. --- .../AzToolsFramework/Entity/EditorEntityActionComponent.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/dev/Code/Framework/AzToolsFramework/AzToolsFramework/Entity/EditorEntityActionComponent.cpp b/dev/Code/Framework/AzToolsFramework/AzToolsFramework/Entity/EditorEntityActionComponent.cpp index 0f277adcf2..5c707a2c4d 100644 --- a/dev/Code/Framework/AzToolsFramework/AzToolsFramework/Entity/EditorEntityActionComponent.cpp +++ b/dev/Code/Framework/AzToolsFramework/AzToolsFramework/Entity/EditorEntityActionComponent.cpp @@ -443,7 +443,10 @@ namespace AzToolsFramework for (auto componentToRemove : componentsToRemove) { AZ::Entity* entity = componentToRemove->GetEntity(); - + if (!entity) //gosha_bmk10 7/14/2019 , add 2 same compens, then delete 1. for using Auth Server in Character Multiplayer. "{3097BBE1-CCAA-46B5-B027-121A4588C036}" + { + continue; + } bool isEntityEditable = false; EBUS_EVENT_RESULT(isEntityEditable, AzToolsFramework::ToolsApplicationRequests::Bus, IsEntityEditable, entity->GetId()); if (!isEntityEditable)