๋ณธ๋ฌธ์œผ๋กœ ๋ฐ”๋กœ๊ฐ€๊ธฐ
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์–ธ๋ฆฌ์–ผ์€ ์ง„์งœ ํ•œ ๋‹จ๊ณ„ ํ•œ ๋‹จ๊ณ„๊ฐ€ ๊ณ ๋‚œ์ด๋‹ค.

 

์˜ค๋Š˜ ์–ธ๋ฆฌ์–ผ ์—”์ง„์ข€ ๊ณต๋ถ€ํ•˜๋ ค๊ณ  ํ–ˆ๋Š”๋ฐ, ๋ฒ„์ „๊ณผ ํ™˜๊ฒฝ์ด ์กฐ๊ธˆ์”ฉ ์ฐจ์ด๊ฐ€ ๋‚˜์„œ ๊ทธ๋Ÿฐ์ง€ ์ˆ˜๋งŽ์€ ์˜ค๋ฅ˜๋“ค์„ ๋ณด๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

์ž˜ ์ผœ์ง€๋˜ ์–ธ๋ฆฌ์–ผ ์—”์ง„์ด ์ด๋ฒˆ์—๋Š” ํฌ๋ž˜์‹œ๊ฐ€ ๋‚˜๋ฉด์„œ ์—ด๋ฆฌ์ง€๊ฐ€ ์•Š๋„ค์š”. ํฌ๋ž˜์‹œ ๋‚ด์šฉ์€ ๋‹ค์Œ๊ณผ ๊ฐ™์Šต๋‹ˆ๋‹ค.

 

 

LoginId:30a1cb664dfb555558d7ee83c21d552b
EpicAccountId:8799683bf31e488697922768e29c4ac5

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_CPP!AMyActor::AMyActor() [C:\Unreal_Projects\Practice_Unreal\Source\CPP\MyActor.cpp:17]
UnrealEditor_CoreUObject!UClass::CreateDefaultObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4136]
UnrealEditor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:832]
UnrealEditor_CoreUObject!ProcessNewlyLoadedUObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:917]
UnrealEditor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:739]
UnrealEditor_Core!TMulticastDelegate<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:975]
UnrealEditor_Core!FModuleManager::LoadModuleWithFailureReason() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:591]
UnrealEditor_Projects!FModuleDescriptor::LoadModulesForPhase() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\ModuleDescriptor.cpp:696]
UnrealEditor_Projects!FProjectManager::LoadModulesForProject() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\ProjectManager.cpp:62]
UnrealEditor!FEngineLoop::LoadStartupModules() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4188]
UnrealEditor!FEngineLoop::PreInitPostStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3523]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:154]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

 

 

๋‚ด์šฉ์„ ์ฝ์–ด๋ณด๋‹ˆ, ๋ฉ”๋ชจ๋ฆฌ ์ ‘๊ทผ ์œ„๋ฐ˜ ์˜ค๋ฅ˜์ธ ๊ฒƒ ๊ฐ™์Šต๋‹ˆ๋‹ค. 0x0000000000000000 ๋ฉ”๋ชจ๋ฆฌ๋Š” ์šฐ๋ฆฌ๊ฐ€ ํ”ํžˆ ์•„๋Š” NULL์ด์ฃ .

AMyActor ํด๋ž˜์Šค cpp ํŒŒ์ผ์˜ 17๋ฒˆ์งธ ์ค„์—์„œ ํฌ๋ž˜์‹œ๊ฐ€ ๋‚ฌ๋‹ค๊ณ  ํ•˜๋‹ˆ, ๊ทธ ๋ถ€๋ถ„์„ ํ•œ ๋ฒˆ ์‚ดํŽด๋ด…์‹œ๋‹ค.

 

AMyActor ํด๋ž˜์Šค cpp ํŒŒ์ผ

 

์•„..., ๋‹ค์Œ ์ฝ”๋“œ ๊ตฌ์ ˆ์„ ํ†ตํ•ด, Mesh ์˜ค๋ธŒ์ ํŠธ๋ฅผ ์ƒ์„ฑํ•˜๋Š” ๊ฑธ ๊นœ๋นกํ–ˆ๋„ค์š”... ์กด์žฌํ•˜์ง€๋„ ์•Š์€ ์• ํ•œํ…Œ ์ ‘๊ทผ์„ ํ•˜๋‹ˆ NULL ํฌ๋ž˜์‹œ๊ฐ€ ๋‚œ ๊ฒƒ์ด์—ˆ์Šต๋‹ˆ๋‹ค.

Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MESH"));

 

์šฐ์„  ์–ธ๋ฆฌ์–ผ ์—๋””ํ„ฐ๋ฅผ ๋‹ค์‹œ ์—ด์–ด์•ผ ํ•˜๋‹ˆ๊นŒ, ๋ฌธ์ œ๊ฐ€ ๋˜๋Š” 17๋ฒˆ ์ฝ”๋“œ๋Š” ์šฐ์„  ์ฃผ์„์ฒ˜๋ฆฌํ•˜๊ณ  ์žฌ๋นŒ๋“œํ•˜์—ฌ ์–ธ๋ฆฌ์–ผ ์—๋””ํ„ฐ๋ถ€ํ„ฐ ์ผœ๋ณด๊ฒ ์Šต๋‹ˆ๋‹ค.

 

 

์ž˜ ์—ด๋ฆฌ๋„ค์š”! ์ € ๊ฐ™์€ ์‹ค์ˆ˜ํ•˜์‹œ๋Š” ๋ถ„์€ ์—†๊ธธ ๋ฐ”๋ž๋‹ˆ๋‹ค...ใ…œใ…œ

๊ทธ๋ž˜๋„ ํ•ด๊ฒฐ ์•ˆ ๋˜์‹œ๋˜ ๋ถ„๋“ค์€ ์–ธ๋ฆฌ์–ผ ์—”์ง„ ์—…๋ฐ์ดํŠธ๋ฅผ ํ•˜๋‹ˆ ํ•ด๊ฒฐ๋๋‹ค๋Š” ์‚ฌ๋ก€๋„ ๋ดค์œผ๋‹ˆ ํ•œ ๋ฒˆ ํ•ด๋ณด์‹œ๋ฉด ์ข‹์„ ๊ฒƒ ๊ฐ™์•„์š”.

 

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