Hi Jedd,
I have done my first blueprint with the new Speckle for UE5 as shown below. It downloads the data but it crashes when converting to native. Is it correct to get the “Converter” from “SpeckleManager” ?
I think I am missing something.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000001bb
UnrealEditor_SpeckleUnreal!USpeckleConverterComponent::AttachConvertedToOwner() [C:\UE5\MyProject\Plugins\speckle-unreal\Source\SpeckleUnreal\Private\Conversion\SpeckleConverterComponent.cpp:143]
UnrealEditor_SpeckleUnreal!USpeckleConverterComponent::RecursivelyConvertToNative_Internal() [C:\UE5\MyProject\Plugins\speckle-unreal\Source\SpeckleUnreal\Private\Conversion\SpeckleConverterComponent.cpp:70]
UnrealEditor_SpeckleUnreal!USpeckleConverterComponent::ConvertChildren() [C:\UE5\MyProject\Plugins\speckle-unreal\Source\SpeckleUnreal\Private\Conversion\SpeckleConverterComponent.cpp:111]
UnrealEditor_SpeckleUnreal!USpeckleConverterComponent::RecursivelyConvertToNative_Internal() [C:\UE5\MyProject\Plugins\speckle-unreal\Source\SpeckleUnreal\Private\Conversion\SpeckleConverterComponent.cpp:83]
UnrealEditor_SpeckleUnreal!USpeckleConverterComponent::RecursivelyConvertToNative() [C:\UE5\MyProject\Plugins\speckle-unreal\Source\SpeckleUnreal\Private\Conversion\SpeckleConverterComponent.cpp:51]
UnrealEditor_SpeckleUnreal!USpeckleConverterComponent::execRecursivelyConvertToNative() [C:\UE5\MyProject\Plugins\speckle-unreal\Intermediate\Build\Win64\UnrealEditor\Inc\SpeckleUnreal\SpeckleConverterComponent.gen.cpp:48]
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_SpeckleUnreal!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [C:\Program Files\Epic Games\UE_5.0\Engine\Source\Runtime\Core\Public\UObject\ScriptDelegates.h:488]
UnrealEditor_SpeckleUnreal!FRecieveOperationHandler::Broadcast() [C:\UE5\MyProject\Plugins\speckle-unreal\Source\SpeckleUnreal\Public\API\Operations\ReceiveOperation.h:14]
UnrealEditor_SpeckleUnreal!UReceiveOperation::HandleReceive() [C:\UE5\MyProject\Plugins\speckle-unreal\Source\SpeckleUnreal\Private\API\Operations\ReceiveOperation.cpp:81]
UnrealEditor_SpeckleUnreal!TBaseUObjectMethodDelegateInstance<0,UReceiveOperation,void __cdecl(TSharedPtr<FJsonObject,1>),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [C:\Program Files\Epic Games\UE_5.0\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:609]
UnrealEditor_SpeckleUnreal!UServerTransport::FetchChildren() [C:\UE5\MyProject\Plugins\speckle-unreal\Source\SpeckleUnreal\Private\Transports\ServerTransport.cpp:94]
UnrealEditor_SpeckleUnreal!<lambda_52af9de4e92125ae61d90b3099bd31a6>::operator()() [C:\UE5\MyProject\Plugins\speckle-unreal\Source\SpeckleUnreal\Private\Transports\ServerTransport.cpp:177]
UnrealEditor_SpeckleUnreal!TBaseFunctorDelegateInstance<void __cdecl(TSharedPtr<IHttpRequest,1>,TSharedPtr<IHttpResponse,1>,bool),FDefaultDelegateUserPolicy,<lambda_52af9de4e92125ae61d90b3099bd31a6> >::ExecuteIfSafe() [C:\Program Files\Epic Games\UE_5.0\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:836]
UnrealEditor_HTTP
In contrast, when I am receiving using SpeckleManager “Receive” button in Editor, it works well: