Unreal Engine 4.11 Preview 5 bug: Light as child actor

In our project we have a blueprint that has multiple child actors, including about a dozen which are actors containing light components.

This worked just fine in 4.10. In 4.11 preview 5 the project loads just fine, but crashes when either starting the game in any mode or when trying to access said blueprint in any way (including trying to delete it).

Hello abeccu -

Can you please post the Machine ID from the crash reporter which should pop up when you crash? Also make sure to submit the crash.

You can be as detailed and precise about what is in the bugged blueprint. You say you have multiple child actors with a dozen light components in some. Are the lights Movable, Stationary or Static? Are the Blueprint Actors set to be Static or Movable? What other items do you have as components to the Parent BP?

Thank You

Eric Ketchum

Hi Eric,

I submitted several crash reports. The machineId is:

The child actors in question (about a dozen, each containing a single light and some static meshes) were static in some cases, movable in others.

I switched them all to “static” for testing purposes, and the crash was gone.

I didn’t find any “movable/static” setting regarding the overall blueprint which was placed in the level.

Hello -

Thank you for that additional information. It looks like this is a Garbage collection issue in the engine, I am now attempting to replicate the circumstances of your crash. Can you give me some information about the setup of your parent blueprint?

Thank You

Eric Ketchum

The parent blueprint is supposed to represent an ‘island’. It contains multiple instanced static meshes (rocks that make up walls/ground etc.), and multiple child actors of various types each (torch actors that include a mesh and light, blueprint actors that act as enemy spawners, loot chest spawners etc.).

Also the ‘island’ blueprint contains various blueprint code that makes the enemy spawners, chests, etc. available to the overall island director that handles the world generation.

For some misinformed reason I cannot recall exactly, some of the torches / chest spawners were set to “movable”, whereas originally all had been set to ‘static’. When I switched them all back to static, the crash disappeared.

Hi abeccu -

I am still attempting to replicate the actual crash you experienced, but it looks like it is all about how you have worked your BPs together. Is there anyway you can share a sample version of the project with me? You can share a link to me via the Engine Forums if you want to keep it private.

Thank You and in the meantime, I am still working on replicating the issue internally -

Eric Ketchum

Hi abeccu -

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 -

Eric Ketchum