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.
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>
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.
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 {
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.
-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.
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…
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