226a979d6684c9de42319b0fa4fb444434ca728a
UK2Node_SpawnActorFromClass::PostPlacedNewNode() (engine source) overrides the base class without calling Super::PostPlacedNewNode(), and unconditionally dereferences GetScaleMethodPin() via FindPinChecked -- but that pin is only created in AllocateDefaultPins(), which FGraphNodeCreator::Finalize() always calls *after* PostPlacedNewNode(). Result: a hard assertion failure (EdGraphNode.h:586) that crashes the whole editor, every time, regardless of any node_json parameters. The real editor UI never hits this because it creates nodes through a different path (node spawner templates) that doesn't have this ordering problem. Our plugin uses the generic FGraphNodeCreator pattern directly, so it does. Fix: manually call SpawnNode->AllocateDefaultPins() before Creator.Finalize(), so pins already exist by the time PostPlacedNewNode() runs. Verified: SpawnActor node now creates cleanly with all expected pins (Class, SpawnTransform, etc), editor stayed stable and MCP connection alive afterward. Rebuilt via Live Coding successfully this time (Ctrl+Alt+F11) -- the earlier UbaCli spawn failure appears to have been a one-off, possibly from a conflicting concurrent Build.bat invocation.
SpaceGame
A multiplayer space survival game built in Unreal Engine 5: build and maintain a ship, explore a galaxy, land on planets, and establish a space station and planetary bases as a shared base of operations.
Docs
- Vision — pitch, reference games, scope reality check
- Requirements — functional requirements by system (MVP/Core/Stretch)
- Tech Stack — engine, networking, backend, tooling
- Roadmap — phased build plan
Status
Pre-Phase 0 — planning complete, Unreal project not yet created.
Description
Languages
Python
76.5%
C++
23%
C
0.3%
C#
0.2%