I have some code that creates a vector of strings in one function, converts that to a TArray<FString>
, assigns it to the member variable of an object, and adds that object to a TArray
, something like below:
void MyMethod() {
std::vector<std::string> vec = GetVec();
TArray<FString> arr = VecStrToTArrFStr(vec);
MyObject obj;
obj.value = arr;
this->Objects.Add(obj);
}
Where the function VecStrToTArrFStr
is as follows:
inline TArray<FString> VecStrToTArrFStr(std::vector<std::string> &vec) {
TArray<FString> arr;
arr.SetNumUninitialized(vec.size());
for (auto &item : vec) {
arr.Add(FString(UTF8_TO_TCHAR(item.c_str())));
}
return arr;
}
This issue occurs on this line:
this->Objects.Add(obj);
For some reason, copying the array throws a segfault. Specifically, it gives this call stack:
__memcpy_avx_unaligned (@7fffec5b4ea0..7fffec5b5226:173)
FGenericPlatformMemory::Memcpy(void*, void const*, unsigned long) (/UnrealEngine/Engine/Source/Runtime/Core/Public/GenericPlatform/GenericPlatformMemory.h:348)
FMemory::Memcpy(void*, void const*, unsigned long) (/UnrealEngine/Engine/Source/Runtime/Core/Public/HAL/UnrealMemory.h:124)
TEnableIf<TIsBitwiseConstructible<wchar_t, wchar_t>::Value, void>::Type ConstructItems<wchar_t, wchar_t>(void*, wchar_t const*, int) (/UnrealEngine/Engine/Source/Runtime/Core/Public/Templates/MemoryOps.h:137)
void TArray<wchar_t, FDefaultAllocator>::CopyToEmpty<wchar_t>(wchar_t const*, int, int, int) (/UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/Array.h:2508)
TArray<wchar_t, FDefaultAllocator>::TArray(TArray<wchar_t, FDefaultAllocator> const&) (/UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/Array.h:338)
FString::FString(FString const&) (/UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/UnrealString.h:73)
TEnableIf<!(TIsBitwiseConstructible<FString, FString>::Value), void>::Type ConstructItems<FString, FString>(void*, FString const*, int) (/UnrealEngine/Engine/Source/Runtime/Core/Public/Templates/MemoryOps.h:126)
void TArray<FString, FDefaultAllocator>::CopyToEmpty<FString>(FString const*, int, int, int) (/UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/Array.h:2508)
TArray<FString, FDefaultAllocator>::TArray(TArray<FString, FDefaultAllocator> const&) (/UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/Array.h:338)
MyObject::MyObject(MyObject const&) (MyObject.h)
int TArray<MyObject, FDefaultAllocator>::Emplace<MyObject const&>(MyObject const&&&) (/UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/Array.h:1843)
TArray<MyObject, FDefaultAllocator>::Add(MyObject const&) (/UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/Array.h:1916)
Everything runs perfectly fine if I change MyObject.value
to be of type std::vector<std::string>
and just assign it the vec
, but attempting to assign it a TArray<FString>
throws a segfault.
What could be causing this? Does it have something to do with how I'm creating my FString
objects, or how I'm creating my TArray
? Is UE4 doing some garbage collection on the TArray
in VecStrToArrFStr
or something?
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