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?

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.