Alright, so I am new to using UE. I am currently on 4.10.3, and using the FirstPersonShooter example level as my basis for testing and learning. I went to add a pause/reset/exit menu, and resume and exit work perfectly fine. However, reset will either crash my game or the entire editor. This is the current setup I have, the one that only crashes the game and not the editor itself. Remove Prefix String is unchecked because with it checked, CTD. Any assistance would be appreciated. I forgot to add, the errors given after the crash is “TravelFailure: InvalidURL, Reason for Failure: ‘Invalid URL:/Game/FirstPersonBP/Maps/FirstPersonExampleMap’” as well as “TravelFailure: ClientTravelFailure, Reason for Failure: ‘Invalid URL:/Game/FirstPersonBP/Maps/FirstPersonExampleMap’”
Edit: It seems when the game is packaged, it properly restarts the level, but you have no control over the player and no inputs are accepted.
Well, RestartLevel in an Execute Console Command node restarts the level, but you cannot control the character after the restart. Get Current Level Name > Open Level still crashes me with the same error as before.
I have logs from each different setup I had. Get Current Level Name > Open Level doesn’t crash me anymore for some reason. What do you mean by callstack? link text
Additionally, can you post what steps you are taking to reproduce this crash on your end? The most exact the better so we can quickly reproduce this error.
Are you making sure to possess your character at level start? Do you have anything that could be preventing the movement from occurring, such as bool checks not being reset, etc. that may be tied to this?
Well, this is what I had for repossessing the FirstPersonCharacter. I thought it would’ve worked, but apparently not. Do I have to have this strung into the reset button blueprint, or is it supposed to be in the level blueprint?
It may simply be spawning the player character after this is being run. Try putting a delay between the begin play and the possess. Do you see a difference?
Nope. Put a 2, 5, and then 10 second delay, didn’t do anything. It was all processing, because I was watching the event graph and everything was connecting and flowing. But still no control.
Try unpossessing the original pawn before the restart level occurs, then possess the new pawn when it is spawned. I’d recommend moving the possession mechanic to the player controller as opposed to the level blueprint to see if this helps.
I would unpossess off of the reset or on the death event of the player. Effectively you want to remove the player controller from the pawn that is to be removed so that you can possess the new pawn when the level is recreated. What you may wish to do is do an isValid check to ensure the controller still has a pawn before unpossessing, to prevent any unnecessary errors from occurring.
Guys this isnt a bug, for some reason restarting the level doesn’t reset the player controller so when you killed the input for death it is still active. Behavior is still the same in 4.12.3 just had a run in with this issue.