Level blueprint suddenly stops running

Hi there,

So I’ve got a persistent level with a level blueprint that does a few things on the tick thread. I recently moved the level art (static objects and lights) into multiple streaming sub-levels, and that’s when I noticed that when I play a certain skeletal animation on one of the actors in the persistent level it will cause the level blueprint to stop firing when the animation goes beyond a specific frame. It doesn’t crash or anything, it just stops running. At this point the event tick no longer fires, and the variables are reset.

I did a collision check on the actor to see if it collides with anything, and right before the blueprint stops firing the actor collides with what seems to be a copy of itself. There’s only one actor of this type in the level and when running it’s called something like “Chair_1”, but it collides with a “Chair_12”. I don’t spawn any new actors at any point, so it seems really strange that there are suddenly two chairs - but I guess it could be that it collides with a component within itself.

I’ve tried removing all the sub-levels, and also rebuilding the actor that is animated. I don’t open any other levels. There are no animation notifiers in the animation so I’m wondering what could cause this.

So if someone has any clue as to what could cause a level blueprint to suddenly stop firing, please let me know so that I can perhaps start investigating in that direction.

I’m beginning to think that something has become corrupted in the process of splitting the level into sub-levels, because everything worked fine before that.

Thanks to another user post in this forum, I got an answer to this issue.

The problem was that I had forgot to connect the target on one of my Destroy Actor nodes, causing it to default to “self” (destroying the level blueprint).