When unloading a tile of a World Composition map in UE5, a crash occurs when trying to deference a null pointer (World->PersistentLevel->bIsVisible) in FWorldTileModel::FWorldTileModel():
// Assign level object in case this level already loaded UPackage* LevelPackage = Cast<UPackage>(StaticFindObjectFast( UPackage::StaticClass(), NULL, Tile.PackageName) ); if (LevelPackage) { // Find the world object UWorld* World = UWorld::FindWorldInPackage(LevelPackage); if (World && World->PersistentLevel) { LoadedLevel = World->PersistentLevel; // Enable tile properties TileDetails->bTileEditable = true; if (World->PersistentLevel->bIsVisible) { LoadedLevel.Get()->LevelBoundsActorUpdated().AddRaw(this, &FWorldTileModel::OnLevelBoundsActorUpdated); } } }
> UnrealEditor-WorldBrowser-Win64-Debug.dll!FWorldTileModel::FWorldTileModel(FWorldTileCollectionModel & InWorldModel, int InTileIdx) Line 78 C++ Symbols loaded. UnrealEditor-WorldBrowser-Win64-Debug.dll!FWorldTileCollectionModel::OnLevelsCollectionChanged() Line 823 C++ Symbols loaded. UnrealEditor-WorldBrowser-Win64-Debug.dll!FLevelCollectionModel::PopulateLevelsList() Line 253 C++ Symbols loaded. UnrealEditor-WorldBrowser-Win64-Debug.dll!TBaseRawMethodDelegateInstance<0,FLevelCollectionModel,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 469 C++ Symbols loaded. UnrealEditor-UnrealEd-Win64-Debug.dll!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() Line 967 C++ Symbols loaded. UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorLevelUtils::RemoveLevelsFromWorld(TArray<ULevel *,TSizedDefaultAllocator<32>> InLevels, bool bClearSelection, bool bResetTransBuffer) Line 860 C++ Symbols loaded. UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorLevelUtils::RemoveLevelFromWorld(ULevel * InLevel, bool bClearSelection, bool bResetTransBuffer) Line 903 C++ Symbols loaded. UnrealEditor-WorldBrowser-Win64-Debug.dll!FLevelCollectionModel::UnloadLevels(const TArray<TSharedPtr<FLevelModel,1>,TSizedDefaultAllocator<32>> & InLevelList) Line 742 C++ Symbols loaded. UnrealEditor-WorldBrowser-Win64-Debug.dll!FWorldTileCollectionModel::UnloadLevels(const TArray<TSharedPtr<FLevelModel,1>,TSizedDefaultAllocator<32>> & InLevelList) Line 170 C++ Symbols loaded. UnrealEditor-WorldBrowser-Win64-Debug.dll!FLevelCollectionModel::UnloadSelectedLevels_Executed() Line 1526 C++ Symbols loaded. UnrealEditor-WorldBrowser-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,FLevelCollectionModel,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 309 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() Line 607 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,1> InUICommandInfo) Line 100 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!SMenuEntryBlock::OnClicked(bool bCheckBoxClicked) Line 1148 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!SMenuEntryBlock::OnMenuItemButtonClicked() Line 1108 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter<FReply (__cdecl SMenuEntryBlock::*const &)(void),SMenuEntryBlock * &>(FReply(SMenuEntryBlock::*)() & Func, SMenuEntryBlock * & <Args_0>) Line 324 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 290 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!SButton::ExecuteOnClick() Line 464 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 389 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!SMenuEntryButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 431 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda>(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 4961 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget &, const FPointerEvent &)>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 405 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 4947 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5495 C++ Symbols loaded. UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5460 C++ Symbols loaded. UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2210 C++ Symbols loaded. UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2699 C++ Symbols loaded. UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1080 C++ Symbols loaded. UnrealEditor-ApplicationCore-Win64-Debug.dll!WindowsApplication_WndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 910 C++ Symbols loaded. UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 916 C++ Symbols loaded. user32.dll!UserCallWinProcCheckWow() Unknown Symbols loaded. user32.dll!DispatchMessageWorker() Unknown Symbols loaded. UnrealEditor-ApplicationCore-Win64-Debug.dll!WinPumpMessages() Line 110 C++ Symbols loaded. UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 141 C++ Symbols loaded. UnrealEditor-Win64-Debug.exe!FEngineLoop::Tick() Line 5139 C++ Symbols loaded. UnrealEditor-Win64-Debug.exe!EngineTick() Line 63 C++ Symbols loaded. UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 186 C++ Symbols loaded. UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 272 C++ Symbols loaded. UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330 C++ Symbols loaded.
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Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 5.0 |
Target Fix | 5.1 |
Created | Apr 25, 2022 |
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Resolved | May 27, 2022 |
Updated | Jun 8, 2022 |