I got this error in TribesEd earlier and I can replicate it consistently:
Take Builder Brush, subtract... add a Inventory Station,, Build All.. then click Cube Builder Brush or any other ones and boom - Crash!
Did a little more testing and it is infact related to SkeletalMeshes (which I assumed based on the Error), but using a StaticMesh Displayed Actor and its great
Failed to find function None in BaseInventoryStationSingle myLevel.BaseInventoryStationSingle1
History: USkeletalMeshInstance::Render <- FDynamicActor::Render [BaseInventoryStationSingle1] <- RenderSolidScenePass <- RenderSolidScenePasses <- RenderLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UUnrealEdEngine:raw [(Cam=U2Viewport0,Flags=850036425] <- UWindowsViewport::Repaint <- UEditorEngine::RedrawLevel <- UBrushBuilder::execEndBrush <- Process_Native_Func <- UObject::CallFunction [SCRIPT='Editor.BrushBuilder.EndBrush' OBJ='CubeBuilder1'] <- UObject:rocessEvent [Function Editor.CubeBuilder.Build() on CubeBuilder Transient.CubeBuilder1] <- WButtonGroup::ButtonClicked <- WButtonGroup::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- WWindow::WndProc <- WWindow::StaticProc <- EnforceTickRate <- MainLoop
Take Builder Brush, subtract... add a Inventory Station,, Build All.. then click Cube Builder Brush or any other ones and boom - Crash!
Did a little more testing and it is infact related to SkeletalMeshes (which I assumed based on the Error), but using a StaticMesh Displayed Actor and its great
Failed to find function None in BaseInventoryStationSingle myLevel.BaseInventoryStationSingle1
History: USkeletalMeshInstance::Render <- FDynamicActor::Render [BaseInventoryStationSingle1] <- RenderSolidScenePass <- RenderSolidScenePasses <- RenderLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UUnrealEdEngine:raw [(Cam=U2Viewport0,Flags=850036425] <- UWindowsViewport::Repaint <- UEditorEngine::RedrawLevel <- UBrushBuilder::execEndBrush <- Process_Native_Func <- UObject::CallFunction [SCRIPT='Editor.BrushBuilder.EndBrush' OBJ='CubeBuilder1'] <- UObject:rocessEvent [Function Editor.CubeBuilder.Build() on CubeBuilder Transient.CubeBuilder1] <- WButtonGroup::ButtonClicked <- WButtonGroup::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- WWindow::WndProc <- WWindow::StaticProc <- EnforceTickRate <- MainLoop
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