Crash on exit level play (MessageLogListingModel.cpp)

Appears even in empty project.

To reproduce:

  1. Hit Play (don’t click in viewport!)

  2. click in Scene Outliner on some actors

  3. click in viewport (cursor got captured)

  4. stop gameplay

    Fatal error: [File:X:\DEV\UE4\4.5.0\Engine\Source\Developer\MessageLog\Private\Model\MessageLogListingModel.cpp] [Line: 70]
    Critical Error PlayerState /Game/Level/UEDPIE_0_Start.Start:PersistentLevel.PlayerState_3 Object from PIE level still referenced. Shortest path from root: (Object is not currently rooted)

    KERNELBASE.dll!UnknownFunction (0x00007ffeefcf606c) + 0 bytes [UnknownFile:0]
    UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x00007ffec7049ecd) + 0 bytes [x:\dev\ue4\4.5.0\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
    UE4Editor-Core.dll!FMsg::Logf__VA() (0x00007ffec6ee59df) + 0 bytes [x:\dev\ue4\4.5.0\engine\source\runtime\core\private\misc\outputdevice.cpp:522]
    UE4Editor-MessageLog.dll!FMessageLogListingModel::AddMessageInternal() (0x00007ffebc0bc445) + 150 bytes [x:\dev\ue4\4.5.0\engine\source\developer\messagelog\private\model\messageloglistingmodel.cpp:70]
    UE4Editor-MessageLog.dll!FMessageLogListingModel::AddMessages() (0x00007ffebc0bc53f) + 79 bytes [x:\dev\ue4\4.5.0\engine\source\developer\messagelog\private\model\messageloglistingmodel.cpp:89]
    UE4Editor-Core.dll!FMessageLog::~FMessageLog() (0x00007ffec6e50e35) + 58 bytes [x:\dev\ue4\4.5.0\engine\source\runtime\core\private\logging\messagelog.cpp:91]
    UE4Editor-UnrealEd.dll!UEditorEngine::EndPlayMap() (0x00007ffec2f9aa86) + 414 bytes [x:\dev\ue4\4.5.0\engine\source\editor\unrealed\private\playlevel.cpp:217]
    UE4Editor-UnrealEd.dll!UEditorEngine::Tick() (0x00007ffec2d75a04) + 0 bytes [x:\dev\ue4\4.5.0\engine\source\editor\unrealed\private\editor.cpp:861]
    UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() (0x00007ffec31cf966) + 0 bytes [x:\dev\ue4\4.5.0\engine\source\editor\unrealed\private\unrealedengine.cpp:278]
    UE4Editor.exe!FEngineLoop::Tick() (0x00007ff6b4e5b224) + 0 bytes [x:\dev\ue4\4.5.0\engine\source\runtime\launch\private\launchengineloop.cpp:2129]
    UE4Editor.exe!GuardedMain() (0x00007ff6b4e50c3e) + 0 bytes [x:\dev\ue4\4.5.0\engine\source\runtime\launch\private\launch.cpp:133]
    UE4Editor.exe!GuardedMainWrapper() (0x00007ff6b4e50caa) + 5 bytes [x:\dev\ue4\4.5.0\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
    UE4Editor.exe!WinMain() (0x00007ff6b4e5c859) + 17 bytes [x:\dev\ue4\4.5.0\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
    UE4Editor.exe!__tmainCRTStartup() (0x00007ff6b4e5d789) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
    KERNEL32.DLL!UnknownFunction (0x00007ffef01616ad) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ffef25c4409) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ffef25c4409) + 0 bytes [UnknownFile:0]

I don’t have a clue what is

f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618

Don’t even have ‘F’ disk.

Seems like similar reported:

The callstack is misleading, because the MessageLog simply forwards a log message that is marked as ‘critical error’, which then causes the crash handler to kick in.

The actual error is here:

Critical Error PlayerState /Game/Level/UEDPIE_0_Start.Start:PersistentLevel.PlayerState_3 Object from PIE level still referenced. Shortest path from root:    (Object is not currently rooted)

I will assign this to our Game Framework team.

Hi ,

Have you referenced PlayerState within your custom code?

Hi ,

We have not heard from you in quite some time. I am marking this as answered for tracking purposes. If you are still experiencing this error, please respond with the requested information.