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I am developing a plugin (forking OrganizeMyGarageOpenSource) and I noticed a SDK crash in function GetUserLoadoutSave of class GameWrapper.
You won't see much from the log, but here it is: Launch.log
More details:
In the log you can see it crashed in pluginsdk.dll just after calling GarageModel::EquipPresetPrivate(). The line in which it crashes is this: const auto presetWrapper = gw->GetUserLoadoutSave();
Setup:
I attached an Event to Function TAGame.GameEvent_Soccar_TA.Destroyed which calls this function.
Scenario:
This works as intended in offline matches (exhibitions) or leaving freeplay, but if you play a casual/ranked match and click "quick play" or "ready" button after a game is over (to play another game), this event which we hooked to (TAGame.GameEvent_Soccar_TA.Destroyed) will be triggered at the same moment when game reconnects between servers. My assumption is that this function uses a pointer that is not longer valid (previous server). Hence, the game crashes.
I checked, and the pointer to GameWrapper is still valid when the function is called.
The text was updated successfully, but these errors were encountered:
I am developing a plugin (forking OrganizeMyGarageOpenSource) and I noticed a SDK crash in function
GetUserLoadoutSave
of classGameWrapper
.You won't see much from the log, but here it is:
Launch.log
More details:
In the log you can see it crashed in
pluginsdk.dll
just after callingGarageModel::EquipPresetPrivate()
. The line in which it crashes is this:const auto presetWrapper = gw->GetUserLoadoutSave();
Setup:
I attached an Event to
Function TAGame.GameEvent_Soccar_TA.Destroyed
which calls this function.Scenario:
This works as intended in offline matches (exhibitions) or leaving freeplay, but if you play a casual/ranked match and click "quick play" or "ready" button after a game is over (to play another game), this event which we hooked to (
TAGame.GameEvent_Soccar_TA.Destroyed
) will be triggered at the same moment when game reconnects between servers. My assumption is that this function uses a pointer that is not longer valid (previous server). Hence, the game crashes.I checked, and the pointer to
GameWrapper
is still valid when the function is called.The text was updated successfully, but these errors were encountered: