Based on the licensee's report, the crash seems to be occurring due to the WorldDataLayers actor, and setting this actor to never be dormant seems to resolve the issue.
With seamless travel enabled and clients connected, have the server travel from a map with world partition enabled.
The crash only seems to occur in a packaged instance.
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
UMG RichText not appear image when packaged
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-214626 in the post.
33 |
Component | UE - Networking |
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Affects Versions | 5.4 |
Target Fix | 5.6 |
Created | May 9, 2024 |
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Updated | Oct 25, 2024 |