Runing PlayInEditor with NetMode PlayAsClient, a LevelSequence that AutoPlays in the level, contains a Spawnable BP_ThirdPersonCharacter with an animation, and is also opened in Sequencer, leads to a Fatal world leak crash on 5.5 and up.
All these conditions are necessary for the reproduction of the issue:
NetMode PlayAsClient
Level sequence that auto-plays
Level sequence with spawnable Character
Animation
Level sequence open in the Sequencer window.
I've tested on earlier versions and the behavior does not present itself, only on 5.5, 5.6, and 5.7 (CL42864112), so I've marked it as a regression.
Potentially related to [Link Removed]
The setup is a bit lengthy so I've added a Repro project.
To use the repro, open it on UE version 5.5 or latest, confirm NetMode is PlayAsClient, and open up the LS_NewSequence and PlayInEditor.
To setup it manually:
Start from a 3rd Person Template
Open up ThirdPersonMap
Spawn a BP_ThirdPersonCharacter in the level
Make a LevelSequence
Add the spawned BP_ThirdPersonCharacter to the sequence (+Add>AddActorToSequencer>Select BP_ThirdPersonCharacter)
Convert it to Possessable (RMB on BP_ThirdPersonCharacter -> ConvertSelectedBindingsTo>SpawnableActor)
Add an Animation (e.g. MF_Run_FW)
Save the sequence but don't close it - having the asset open is required
Select it on the Outliner and set it to AutoPlay
Save the level
Set NetMode to PlayAsClient
Play-In-Editor
Expected result: it should play normally, we would possess the third person template character we can control and in the scene it should also be visible the character spawned by the level sequence.
Actual result: the engine crashes with a Fatal world leak message.
> [Inline Frame] UnrealEditor-Core.dll!UE::Logging::Private::BasicFatalLog::__l2::<lambda>() Line 1103 C++
UnrealEditor-Core.dll!UE::Logging::Private::BasicFatalLog(const FLogCategoryBase & Category, const UE::Logging::Private::FStaticBasicLogRecord * Log, ...) Line 1103 C++
UnrealEditor-CoreUObject.dll!FReferenceChainSearch::FindAndPrintStaleReferencesToObjects(TArrayView<UObject * const,int> ObjectsToFindReferencesTo, EPrintStaleReferencesOptions Options) Line 2038 C++
UnrealEditor-CoreUObject.dll!FReferenceChainSearch::FindAndPrintStaleReferencesToObject(UObject * ObjectToFindReferencesTo, EPrintStaleReferencesOptions Options) Line 1895 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::CheckAndHandleStaleWorldObjectReferences(FWorldContext * InWorldContext) Line 5750 C++
UnrealEditor-Engine.dll!UEngine::LoadMap(FWorldContext & WorldContext, FURL URL, UPendingNetGame * Pending, FString & Error) Line 15693 C++
UnrealEditor-Engine.dll!UEngine::TickWorldTravel(FWorldContext & Context, float DeltaSeconds) Line 15399 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2114 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 550 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5877 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 69 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 266 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 317 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-290914 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 5.5, 5.6, 5.7 |
Target Fix | 5.7 |
Fix Commit | 44047328 |
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Created | May 28, 2025 |
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Resolved | Jul 14, 2025 |
Updated | Jul 15, 2025 |