Audiokinetic의 커뮤니티 Q&A는 사용자가 Wwise와 Strata 커뮤니티 내에서 서로 질문과 답변을 하는 포럼입니다. Audiokinetic의 기술 지원팀에게 문의하고 싶으신 경우 지원 티켓 페이지를 사용해주세요.

+1 투표
UE4Editor-Cmd: [2017.04.20-05.54.16:793][  0]LogWindows:Error: === Critical error: ===
UE4Editor-Cmd: [2017.04.20-05.54.16:793][  0]LogWindows:Error:
UE4Editor-Cmd: [2017.04.20-05.54.16:793][  0]LogWindows:Error: Assertion failed: !IsUnreachable() [File:E:\dms\github\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 1144]
UE4Editor-Cmd: [2017.04.20-05.54.16:794][  0]LogWindows:Error: AkComponent /Game/Maps/Demo_Levels/Demo_AI.Demo_AI:PersistentLevel.Ch_KnightArmour-S5_3491.Ak_Foot_Stomp  Function: '/Script/AkAudio.AkComponent:UpdateGameObjectPosition'
UE4Editor-Cmd: [2017.04.20-05.54.16:794][  0]LogWindows:Error:
UE4Editor-Cmd: [2017.04.20-05.54.16:794][  0]LogWindows:Error:
UE4Editor-Cmd: [2017.04.20-05.54.16:794][  0]LogWindows:Error:
UE4Editor-Cmd: [2017.04.20-05.54.16:795][  0]LogWindows:Error: end: stack for UAT
General Discussion Jeremy D. (170 포인트) 로 부터
Exact same problem here. Deleting and replacing the asset on which I attached my AkComponent fixed the problem, but now the problem showed on another asset.

2 답변

0 투표
The function is marked up with UFUNCTION() and tagged as BlueprintNativeEvent, which is allowing it to be triggered while cooking, but it is not in a valid state to have this function called. We just removed the UFUNCTION() tag on this method, we don't want our designers overidding the default behavior.
Brock H. (510 포인트) 로 부터
Cool... I'm still not sure how to correct for this. It seems like the only thing I can do is remove the AK component and re-add it but that will break any associations with it.

What's the best way to refactor my code so that it doesn't cause unnecessary breakage.
I got the same problem. It happen randomly on Aactors owning an Akcomponent in my maps. Sometime deleting them and replacing them corrects the problem, but this is very time wasting...
+1 투표

A bit more detailed answer for others that could encounter this issue :

Go to AkComponent.h

Comment out the line    

//UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Audiokinetic|AkComponent")

above 

void UpdateGameObjectPosition();

Go to AkComponent.cpp and rename 

void UAkComponent::UpdateGameObjectPosition_Implementation() 

to

void UAkComponent::UpdateGameObjectPosition()

Compile your project, you should not encounter the problem again.

Note : this will prevent you from extending this function in blueprints as a consequence, but at least it allowed us to build again.

 

 

Julien D. (250 포인트) 로 부터
수정 Julien D. 로 부터
Alternatively, could one use a preprocessor block to keep the cooker out of its inner workings? Best of both worlds maybe.
The devs should address this one tbh...
...