Joshua Deville 226a979d66 Fix hard crash in SpawnActor node creation
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.
2026-07-08 22:33:50 -04:00

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
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