Crash if testing quickly after hotreload

If I hotreload and click play without waiting several seconds after code says its complete I get a crash. It seems to work fine if I wait 10-15 seconds before clicking play. ALso not that this only seems to happen about once every 2-3 hot-reloads.

UE4Editor_Engine!UWorld::EncroachingBlockingGeometry() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\levelactor.cpp:987]
UE4Editor_Engine!AGameMode::ChoosePlayerStart_Implementation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gamemode.cpp:1464]
UE4Editor_Engine!AGameMode::execChoosePlayerStart() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\classes\gameframework\gamemode.h:67]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\class.cpp:4198]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1046]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:580]
UE4Editor_Engine!AGameMode::ChoosePlayerStart() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\intermediate\build\win64\ue4editor\inc\engine\engine.generated.1.cpp:4600]
UE4Editor_Engine!AGameMode::FindPlayerStart_Implementation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gamemode.cpp:388]
UE4Editor_Engine!AGameMode::execFindPlayerStart() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\classes\gameframework\gamemode.h:67]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\class.cpp:4198]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1046]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:580]
UE4Editor_Engine!AGameMode::FindPlayerStart() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\intermediate\build\win64\ue4editor\inc\engine\engine.generated.1.cpp:4608]
UE4Editor_Engine!AGameMode::InitNewPlayer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gamemode.cpp:1025]
UE4Editor_Engine!AGameMode::Login() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gamemode.cpp:1066]
UE4Editor_Engine!UWorld::SpawnPlayActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\levelactor.cpp:665]
UE4Editor_Engine!ULocalPlayer::SpawnPlayActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\localplayer.cpp:219]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gameinstance.cpp:254]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:3012]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:2259]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:1048]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1244]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hey -

Are you compiling through Visual Studio or are you using the in-editor compile button? What exactly are you compiling in code? I’ve tried changing some printed text to force a hot reload but have not seen a crash. Are you able to reproduce this in a new project? If so can you list the steps that lead to the crash? Can you also post the log files from the crash for more information.

Cheers

It seems most of the time this happens I have compiled in VS and then recompile in the editor. I am trying to track it down and generate a repo on a new project. I am currently having the problem when working in a custom pawn class. Most of the changes are in the constructor.

Does the crash occur if you only compile in one place rather than both? If so which one causes it? Can you post the code that you’re using / editing in the pawn class? Also, can you also post the log files from the crash for additional information?

Hi ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.