The editor is crashing on the second PIE attempt when using seamless travel to travel from one map to another when both maps contain the same sublevel.
The travel is taking place using:
PlayerController->ClientTravel( Map, ETravelType::TRAVEL_Relative, true );
Which is being called through a BlueprintCallable function on GameMode's BeginPlay.
Result: Editor crashes
UE4Editor_Engine!UWorld::DuplicateWorldForPIE() [world.cpp:2617] UE4Editor_Engine!ULevelStreaming::RequestLevel() [levelstreaming.cpp:460] UE4Editor_Engine!UWorld::UpdateLevelStreamingInner() [world.cpp:2694] UE4Editor_Engine!UWorld::UpdateLevelStreaming() [world.cpp:2768] UE4Editor_Engine!UWorld::FlushLevelStreaming() [world.cpp:2797] UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [gameinstance.cpp:252] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [playlevel.cpp:3358] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [playlevel.cpp:2462] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [playlevel.cpp:1160] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1320] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:371] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2859] UE4Editor!GuardedMain() [launch.cpp:152] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126] UE4Editor!WinMain() [launchwindows.cpp:202] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!<Unknown> ntdll!<Unknown>
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0 |
Component | UE - Gameplay |
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Affects Versions | 4.10, 4.14 |
Target Fix | 4.15 |
Created | Dec 6, 2016 |
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Resolved | Dec 21, 2016 |
Updated | Apr 27, 2018 |