x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Editor crash on end PIE play

Hi,

my Editor crashes a few seconds after pressing Esc in PIE mode. (Dedicated, not Single Thread, Play as Client) The map is rather big, I can't reproduce this on a smaller example.

Crash Report comes with the following line:

LogPlayLevel: Error: No PIE world was found when attempting to gather references after GC.

Call Stack:

 Fatal error: [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Developer\MessageLog\Private\Model\MessageLogListingModel.cpp] [Line: 81] 
 Lighting_C /Temp/Autosaves/Game/Maps/Level/UEDPCLighting.Default__Lighting_C Object from PIE level still referenced. Shortest path from root:    (Object is not currently rooted)
 
 
 
 KERNELBASE.dll!0x00000000B4D33FB8
 UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
 UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
 UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
 UE4Editor-Core.dll!FMsg::Logf__VA() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\logging\logmacros.cpp:64]
 UE4Editor-MessageLog.dll!FMessageLogListingModel::AddMessageInternal() [d:\build\++ue4+release-4.17+compile\sync\engine\source\developer\messagelog\private\model\messageloglistingmodel.cpp:81]
 UE4Editor-MessageLog.dll!FMessageLogListingModel::AddMessages() [d:\build\++ue4+release-4.17+compile\sync\engine\source\developer\messagelog\private\model\messageloglistingmodel.cpp:102]
 UE4Editor-Core.dll!FMessageLog::Flush() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\logging\messagelog.cpp:198]
 UE4Editor-Core.dll!FMessageLog::~FMessageLog() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\logging\messagelog.cpp:95]
 UE4Editor-UnrealEd.dll!UEditorEngine::EndPlayMap() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:486]
 UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1908]
 UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:402]
 UE4Editor.exe!FEngineLoop::Tick() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3215]
 UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
 UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
 UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
 UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
 KERNEL32.DLL!0x00000000B7941FE4
 ntdll.dll!0x00000000B7B2EF91
 ntdll.dll!0x00000000B7B2EF91

Any Ideas?

Product Version: UE 4.17
Tags:
more ▼

asked Dec 05 '17 at 01:59 PM in Bug Reports

avatar image

Maxxomatik
73 7 9 11

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I found out that replicated function calls with timer functions inside the level blueprint caused the error. I changed the OnRep of a variable (that is changed every second via timer function call) to not replicated and the crash didn't occur since then.

more ▼

answered Dec 08 '17 at 06:47 PM

avatar image

Maxxomatik
73 7 9 11

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question