[Mono-ue] What to do when API not available ?

Ali Scissons ali.scissons at gmail.com
Thu Nov 13 16:54:10 UTC 2014


One or more of your classes isn't overriding BindInput(InputComponent
inputComponent). I'm not sure its intended behavior that it requires to be
overridden but that's the quickest way to fix it.

The main problem is MonoClassAsset (or something?) trying to look for
BindInput in a Mono class that would require a call to it because of hot
reload, but it only seems to search for functions explicitly defined in the
Mono class. I fixed it by having the function that searches for a mono
method to search through parent classes too, though I'm not sure if that
was intended. I can post a snippet of that change when I get home.

Ali Scissons
(210) 310-5618

On Sun, Nov 9, 2014 at 5:24 PM, M S <stick100 at hotmail.com> wrote:

> Any one have any idea why I can't use hot reload.  If I rebuild while
> simulating (doing exactly the samething as the video on the front page) I
> get the following error.
>
> Running 4.4.3 patched as instructed and Xamarin studio.  The second I
> rebuild UE editor pauses then throws an exception.
>
> Assertion failed: BindInputMethod
> [File:C:\Users\Stick100\Documents\UnrealEngine\Engine\Plugins\XamarinUE4\MonoRuntime\Source\MonoRuntime\Private\MonoCompiledClassAsset.cpp]
> [Line: 151]
>
> Stack:
> FWindowsPlatformStackWalk::StackWalkAndDump() 0x34363046 + 0 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
> FDebug::AssertFailed() 0x341e8445 + 0 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:203]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
> FMonoCompiledClassAsset::InvokeBindInput() 0x23ecf84d + 0 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\plugins\xamarinue4\monoruntime\source\monoruntime\private\monocompiledclassasset.cpp:153]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Plugins\XamarinUE4\MonoRuntime\Binaries\Win64\UE4Editor-MonoRuntime.dll]
> FMonoBindings::EndReload() 0x23ec0f9e + 0 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\plugins\xamarinue4\monoruntime\source\monoruntime\private\monobindings.cpp:664]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Plugins\XamarinUE4\MonoRuntime\Binaries\Win64\UE4Editor-MonoRuntime.dll]
> FMonoBindings::ReloadDomain() 0x23ee00b1 + 0 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\plugins\xamarinue4\monoruntime\source\monoruntime\private\monobindings.cpp:503]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Plugins\XamarinUE4\MonoRuntime\Binaries\Win64\UE4Editor-MonoRuntime.dll]
> FMonoBindings::ReloadDomainCommand() 0x23ee0219 + 5 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\plugins\xamarinue4\monoruntime\source\monoruntime\private\monobindings.cpp:831]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Plugins\XamarinUE4\MonoRuntime\Binaries\Win64\UE4Editor-MonoRuntime.dll]
> TBaseRawMethodDelegateInstance_NoParams<FMonoBindings,void>::ExecuteIfSafe()
> 0x23ec13ba + 0 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:359]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Plugins\XamarinUE4\MonoRuntime\Binaries\Win64\UE4Editor-MonoRuntime.dll]
> FConsoleCommand::Execute() 0x340fc19b + 29 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\source\runtime\core\private\hal\consolemanager.cpp:474]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
> FConsoleManager::ProcessUserConsoleInput() 0x341275b2 + 51 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\source\runtime\core\private\hal\consolemanager.cpp:828]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
> UEngine::Exec() 0x2e21c13a + 94 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\source\runtime\engine\private\unrealengine.cpp:2455]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
> UEditorEngine::Exec() 0x2ca2934e + 18 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\source\editor\unrealed\private\editorserver.cpp:5266]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
> UUnrealEdEngine::Exec() 0x2cd25230 + 17 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\source\editor\unrealed\private\unrealedsrv.cpp:704]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
> UGameViewportClient::Exec() 0x2dcfcd03 + 28 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\source\runtime\engine\private\gameviewportclient.cpp:1874]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
> ULocalPlayer::Exec() 0x2de99d4a + 29 bytes
> [File=c:\users\stick100\documents\unrealengine\engine\source\runtime\engine\private\localplayer.cpp:1469]
> [in
> C:\Users\Stick100\Documents\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
> UEngine::TickDeferredCommands() 0x2e25
>
>
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