When loading it up with the debug libs the following lands in my logs.
#
# Fatal error in g:\unreal\fh_flying\plugins\flathead\v8\src\isolate.h,
line 871
# CHECK(logger_ != 0) failed
#
First-chance exception at 0x0000000000000000 in UE4Editor.exe: 0xC0000005:
Access violation executing location 0x0000000000000000.
Unhandled exception at 0x0000000000000000 in UE4Editor.exe: 0xC0000005:
Access violation executing location 0x0000000000000000

ft.IsEmpty() is false.

Tested as follows:

Local<FunctionTemplate> ft = FunctionTemplate::New(ref.GetIsolate(),
AFH_FlyingPawn::JS_CurrentRollSpeed);

if (!ft.IsEmpty())
{
Local<Function> function = ft->GetFunction();
 }


Bob Chatman - www.gneu.org


On Mon, May 19, 2014 at 2:51 AM, Ben Noordhuis <[email protected]> wrote:

> On Mon, May 19, 2014 at 9:55 AM, Robert Chatman <[email protected]>
> wrote:
> > I am in the process of finishing up implementing a plugin for UE4 that
> > leverages V8 for scripting. As such, I've been moving slowly towards
> making
> > the API simple enough that people don't have to get into the guts of V8
> too
> > deeply. I have to say that the implementation I'm working with (I am
> > currently running 3.26.0) has been quite frustrating =\
> >
> > My current issue revolves around exposing a static method. I have
> simplified
> > the sample down to something that illustrates the issue and hides the
> rest
> > of the implementation.
> >
> > Example with failure on line 26:
> > http://pastebin.com/UNHifKPy
> >
> > Usage of Expose:
> > http://pastebin.com/QxRvTZZH
> >
> > Signatures & Definition of methods:
> > http://pastebin.com/8iwRLhcu
> >
> > Whenever line 26 is executed an Access Violation is triggered:
> > Unhandled exception at 0x00007FFA753CB17F
> > (UE4Editor-FH_Flying-Win64-DebugGame.dll) in UE4Editor.exe: 0xC0000005:
> > Access violation reading location 0x0000000000000020.
> >
> > If I comment out the line with the function delegate assignment the code
> > runs fine.In the following example, loaded in viat BobTest.js, I am able
> to
> > confirm that Bob is created, that it has creationTime and
> setActorPosition
> > defined, and that the callback/accessors are executed, and that value and
> > value2 (set to be the address of the method that failed earlier) are
> defined
> > and correct.
> >
> > game.log(Bob);
> > game.log(Bob.creationTime);
> > game.log(Bob.setActorPosition(10, 10, 10));
> > game.log(Bob.value);
> > game.log(Bob.value2);
> >
> > [2014.05.19-07.24.29:404][ 14]FH: [object Object]
> > [2014.05.19-07.24.29:405][ 14]FH: 0
> > [2014.05.19-07.24.29:406][ 14]FH: true
> > [2014.05.19-07.24.29:406][ 14]FH: 42
> > [2014.05.19-07.24.29:407][ 14]FH: 140713690731404
> >
> > I've spent a few days trying to sort this one out, and I am needing some
> > assistance in sorting this one out. I hope to get this sorted out ASAP
> so I
> > can get the plugin out.
> >
> > I thank you all for any assistance you provide. Please let me know if
> there
> > is anything else you need to help me out.
> >
> > .:Bob
>
> It's not immediately clear to me what's wrong but I suspect that
> FunctionTemplate::New() returns an empty handle for some reason, i.e.
> that ft.IsEmpty() == true.
>
> I'd recommend trying it with a debug build of V8, it has many more
> checks enabled.  I don't know how you build V8 but you probably want
> to set v8_enable_extra_checks=1 as well (extrachecks=on if you use the
> Makefile.)
>
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