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NavigationSystem Crash when stop to run game in PIE

stack is following: 000001d5b32ffe80() Unknown

[Inline Frame] UE4Editor-NavigationSystem.dll!SharedPointerInternals::FReferenceControllerOps::ReleaseSharedReference(SharedPointerInternals::FReferenceControllerBase ReferenceController) Line 282 C++ [Inline Frame] UE4Editor-NavigationSystem.dll!SharedPointerInternals::FSharedReferencer::{dtor}() Line 445 C++ [Inline Frame] UE4Editor-NavigationSystem.dll!DestructItems(FNavigationOctreeElement Element, int Count) Line 101 C++ UE4Editor-NavigationSystem.dll!TArray >::~TArray >() Line 529 C++ UE4Editor-NavigationSystem.dll!TOctree ::RemoveElement(FOctreeElementId ElementId) Line 273 C++ UE4Editor-NavigationSystem.dll!FNavigationOctree::RemoveNode(const FOctreeElementId & Id) Line 184 C++ UE4Editor-NavigationSystem.dll!UNavigationSystemV1::RemoveNavOctreeElementId(const FOctreeElementId & ElementId, int UpdateFlags) Line 2571 C++ UE4Editor-NavigationSystem.dll!UNavigationSystemV1::UnregisterNavOctreeElement(UObject ElementOwner, INavRelevantInterface ElementInterface, int UpdateFlags) Line 2532 C++ UE4Editor-NavigationSystem.dll!UNavigationSystemV1::UpdateNavOctreeElement(UObject ElementOwner, INavRelevantInterface ElementInterface, int UpdateFlags) Line 2764 C++ UE4Editor-NavigationSystem.dll!UNavigationSystemV1::UpdateComponentInNavOctree(UActorComponent & Comp) Line 2631 C++ UE4Editor-Engine.dll!UStaticMeshComponent::OnDestroyPhysicsState() Line 659 C++ UE4Editor-Engine.dll!UActorComponent::DestroyPhysicsState() Line 1239 C++ UE4Editor-Engine.dll!UActorComponent::ExecuteUnregisterEvents() Line 1268 C++ UE4Editor-Engine.dll!UActorComponent::UnregisterComponent() Line 1066 C++ UE4Editor-Engine.dll!AActor::UnregisterAllComponents(bool bForReregister) Line 4127 C++ UE4Editor-Engine.dll!ULevel::IncrementalUnregisterComponents(int NumComponentsToUnregister) Line 1054 C++ UE4Editor-Engine.dll!UWorld::RemoveFromWorld(ULevel Level, bool bAllowIncrementalRemoval) Line 2386 C++ UE4Editor-Engine.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget) Line 597 C++ [Inline Frame] UE4Editor-Engine.dll!FStreamingLevelPrivateAccessor::UpdateStreamingState(ULevelStreaming ) Line 529 C++ UE4Editor-Engine.dll!UWorld::UpdateLevelStreaming() Line 2902 C++ [Inline Frame] UE4Editor-Engine.dll!UWorld::IsVisibilityRequestPending() Line 3173 C++ UE4Editor-Engine.dll!UWorld::FlushLevelStreaming(EFlushLevelStreamingType FlushType) Line 3104 C++ UE4Editor-UnrealEd.dll!UEditorEngine::TeardownPlaySession(FWorldContext & PieWorldContext) Line 682 C++ UE4Editor-UnrealEd.dll!UEditorEngine::EndPlayMap() Line 324 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1992 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 403 C++ UE4Editor.exe!FEngineLoop::Tick() Line 3699 C++ [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++ UE4Editor.exe!GuardedMain(const wchar_t CmdLine, HINSTANCE__ hInInstance, HINSTANCE_ * hPrevInstance, int nCmdShow) Line 174 C++ UE4Editor.exe!WinMain(HINSTANCE * hInInstance, HINSTANCE hPrevInstance, char formal, int nCmdShow) Line 262 C++ [Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++ UE4Editor.exe!_scrt_common_main_seh() Line 288 C++ kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown

Product Version: UE 4.21
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asked Mar 15 '19 at 12:06 PM in Bug Reports

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hzzhouqq
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avatar image Jeff A ♦♦ STAFF Mar 18 '19 at 01:34 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

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