4.10.3 Editor Bug, level switch runtime crash

4.10.2 worked perfectly. We are making a bundle game pack and I updated to 4.10.3.
Seemingly in the editor after the update it has a tendency to crash when we switch levels in runtime. But, only in the editor… usually it crashes when we go from main menu to one of the game and try to get back into main menu from a game over screen.

At game over we pause the game. making it unpause just before switching levels helped a weeee bit (so might be unrelated). But, still crashes after some switching levels in editor (most level switches I have managed without a crash is about 5). As posted earlier we had no issues with 4.10.2 and the game was smooth on android (not cooked a new version for google play yet.)

But, this is only in the editor (as far as I know). I tried a cookied project (For windows x64) and didn’t get a crash and I level switched like a maniac on meth.

Hi Triant,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • Can you post the crash logs (\Unreal Projects\PROJECTNAME\saved\logs) and the callstack here so I can take a look?
  • Are you using c++ or blueprints to call your level switching? Do the levels you switch to contain sublevels or are they all stand alone?
  • Are the menus you are using widgets made in UMG?
  • Do you have any steps I can take to reproduce this on my end?

Hey, just wanted to say I’m having the same issue. Level switch works fine in standalone, breaks in editor. I’m relieved I guess to see I’m not alone.

  • I use Blueprint to call the level switch.
  • My project crashes when I try to go back to my main menu level
  • The main menu only consists of UMG widgets.
  • It crashes when I try to load my “Lobby” level (lobby for multiplayer), which also only consists of UMG widgets.
  • Loads my main game level just fine for singleplayer (UMG widgets and level content)

The only thing I did after installing 4.10.3 was add some script to a UMG blueprint, which I’ve since removed and rolled back. That particular widget doesn’t get loaded in either crash scenario.

Exception was “Unknown exception - code 00000001 (first/second chance not available)”

Source context from "engine/source/runtime/engine/private/unrealengine.cpp"

<SOURCE START>
 9465       		}
 9466       	}
 9467       	NewWorld->SetGameInstance(WorldContext.OwningGameInstance);
 9468       
 9469       	GWorld = NewWorld;
 9470       
 9471       	WorldContext.SetCurrentWorld(NewWorld);
 9472       	WorldContext.World()->WorldType = WorldContext.WorldType;
 9473       	
 9474       	// Fixme: hacky but we need to set PackageFlags here if we are in a PIE Context.
 9475       	// Also, don't add to root when in PIE, since PIE doesn't remove world from root
 9476       	if (WorldContext.WorldType == EWorldType::PIE)
 9477       	{
 9478       		check(WorldContext.World()->GetOutermost()->HasAnyPackageFlags(PKG_PlayInEditor));
 9479 ***** 		WorldContext.World()->ClearFlags(RF_Standalone);
 9480       	}
 9481       	else
 9482       	{
 9483       		WorldContext.World()->AddToRoot();
 9484       	}
 9485       
 9486       	// In the PIE case the world will already have been initialized as part of CreatePIEWorldByDuplication
 9487       	if (!WorldContext.World()->bIsWorldInitialized)
 9488       	{
 9489       		WorldContext.World()->InitWorld();
 9490       	}
 9491       
 9492       	// Handle pending level.
 9493       	if( Pending )
 9494       	{
<SOURCE END>
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374] UE4Editor_Engine!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:9480] UE4Editor_Engine!UEngine::Browse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:8650] UE4Editor_Engine!UEngine::TickWorldTravel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:8857] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1285] 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

I am having the same behavior after updating to 4.10.3. I got this error without making any changes to the project after updating to 4.10.3.

I was previously using the console command “RestartLevel” to automatically restart the level after player death (after a delay). This was for fast testing.

I have now tried OpenLevel as well, and I get the same result.

There is no UMG used to call these, it just happens after a 2 second delay on player death.

Generating report for minidump

Application version 4.10.3
… built from changelist 2866931

OS version 10.0.0.10240
Running 12 x64 processors
Exception was “Unknown exception - code 00000001 (first/second chance not available)”

Source context from “engine/source/runtime/engine/private/unrealengine.cpp”

9465 }
9466 }
9467 NewWorld->SetGameInstance(WorldContext.OwningGameInstance);
9468
9469 GWorld = NewWorld;
9470
9471 WorldContext.SetCurrentWorld(NewWorld);
9472 WorldContext.World()->WorldType = WorldContext.WorldType;
9473
9474 // Fixme: hacky but we need to set PackageFlags here if we are in a PIE Context.
9475 // Also, don’t add to root when in PIE, since PIE doesn’t remove world from root
9476 if (WorldContext.WorldType == EWorldType::PIE)
9477 {
9478 check(WorldContext.World()->GetOutermost()->HasAnyPackageFlags(PKG_PlayInEditor));
9479 ***** WorldContext.World()->ClearFlags(RF_Standalone);
9480 }
9481 else
9482 {
9483 WorldContext.World()->AddToRoot();
9484 }
9485
9486 // In the PIE case the world will already have been initialized as part of CreatePIEWorldByDuplication
9487 if (!WorldContext.World()->bIsWorldInitialized)
9488 {
9489 WorldContext.World()->InitWorld();
9490 }
9491
9492 // Handle pending level.
9493 if( Pending )
9494 {

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_Engine!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:9480]
UE4Editor_Engine!UEngine::Browse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:8682]
UE4Editor_Engine!UEngine::TickWorldTravel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:8857]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1285]
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

Getting the same issue.
Blueprint
All level transitions worked flawlessly in 10.2. Just upgraded to 10.3 and level transitions crash the game pretty much every time. I even made a basic level out of the starter content third person level and added an overlap actor that triggers another generic level load. Crashes.

Callstack:

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_Engine!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:9480]
UE4Editor_Engine!UEngine::Browse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:8682]
UE4Editor_Engine!UEngine::TickWorldTravel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:8857]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1285]
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

-Does this occur in a clean, blank project with no additional content or is it limited to one project?
-Are you using c++ or blueprints to call your level switching? Do the levels you switch to contain sublevels or are they all stand alone?
-Do you have any steps I can take to reproduce this on my end?
(all in one short explaination :P)

I started a new project with starter content. Made a new game mode. Used a player controller with input X to switch to one level and Z to another. Changed the game mode in the different levels then pressed play and Pressed X once and Z once then crash. So, It’s unrelated to my project. This is all done with blueprints. Gonna test it with C++ in a while. My main project has all stand alone levels.

-Are the menus you are using widgets made in UMG?
My main menu is made with blueprint using the hud class… I use some widgets in the different levels for score and controls and so on. But, this seems to be an issue with level switching. My main menu doesn’t use widgets at all and the crash can happen when switching to the main menu and when switching to a game with widgets.

Can you post the crash logs (\Unreal Projects\PROJECTNAME\saved\logs) and the callstack here so I can take a look?
I made a new project with the steps I explained above and attached the log for that.

link text

I’ve the same problem, i just tried it in a clean blank project, just adding the node “restart game” in level blueprint with an input, please fix it, it’s a big problem for working with death event and level switching…

This is my crash logs from a clean blank projectlink text

Same problem here as well… Sort of glad it wasn’t a problem specific to my project.
For some reason switching to a different level works but reloading (or switch from Level A to Level B then back to Level A) crashes.

Same problem here, reproduce from a ThirdPerson template blank project:
Just binding a key for RestartLevel Command.
Linking an archive with complete project log.link text

That’s the conclusion I came too as well. Seems Like I can go from Level A->B or B->A, but if you go A->B->A or A->A it’ll crash. I thought it might be a bug with the save game feature, but, like others, I tried with a basic level and had the same results.

I’m also facing the same problem when using the ‘RestartLevel’ console command in v4.10.3. Here are the crash logs from the default Top Down Template: link text

HI ,

I was able to reproduce this on my end and have entered a bug report, UE-27124, to be assessed by the development staff.

Hey everyone, we have identified the issue, fixed it internally, and are looking into our options for a quick delivery. We’ll keep you posted. Thanks

Can you provide a changelist number?

I thought I was going insane - I trawled through all my BPs to see what kept causing the crash! Undoing all changes etc.

had no issues from 4.9-4.10 (until this hotfix)

Sent all the crash dumps through the editor crash reporter.