Description

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.

Steps to Reproduce
  1. Open the attached project
  2. PIE
  3. Wait for next level to load (about 4 seconds)
  4. Exit PIE
  5. PIE Again

Result: Editor crashes

Callstack
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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Fixed
ComponentUE - Gameplay
Affects Versions4.104.14
Target Fix4.15
Fix Commit3241786
Main Commit3389599
Release Commit3241786
CreatedDec 6, 2016
ResolvedDec 21, 2016
UpdatedApr 27, 2018
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