Hey there,
After upgrading to 4.20 i’ve discovered a crash that happens everytime.
Replication steps:
- Create a new blueprint First Person Template project
- Create a new Default level and save it
- Add the FirstPersonExample map as a sub level and set the option Initially Loaded as true but leave the Initally Visible as false (if you set it to true it doesn’t crash)
- Run the game and as soon as you press ESC to stop it will crash when trying to clear the GC on UEditorEngine::EndPlayMap from the PlayLevel.cpp.
The overall crash is: Everytime you have a sub level with Initially Loaded set to true and Initially Visible set to false it will always crash on stop PIE.
Crashdump:
LoginId:ffb8a20c48f1d79df4976cb3193ef28f
EpicAccountId:aec39bec4f81450ea55941698b4d8e4f
Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Developer\MessageLog\Private\Model\MessageLogListingModel.cpp] [Line: 81] MetaData /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.PackageMetaData Object from PIE level still referenced. Shortest path from root: MetaData /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.PackageMetaData [target] (standalone)
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_Core!FMsg::LogfImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\logging\logmacros.cpp:64]
UE4Editor_MessageLog!FMessageLogListingModel::AddMessageInternal() [d:\build++ue4\sync\engine\source\developer\messagelog\private\model\messageloglistingmodel.cpp:81]
UE4Editor_MessageLog!FMessageLogListingViewModel::AddMessages() [d:\build++ue4\sync\engine\source\developer\messagelog\private\presentation\messageloglistingviewmodel.cpp:156]
UE4Editor_Core!FMessageLog::Flush() [d:\build++ue4\sync\engine\source\runtime\core\private\logging\messagelog.cpp:198]
UE4Editor_Core!FMessageLog::~FMessageLog() [d:\build++ue4\sync\engine\source\runtime\core\private\logging\messagelog.cpp:95]
UE4Editor_UnrealEd!UEditorEngine::EndPlayMap() [d:\build++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:490]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1957]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3495]
UE4Editor!GuardedMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll