Description

The code in UWorld::RemoveFromWorld that removes Pawns that are about to be streamed out does not check to see if the pointer that it sets is null prior to using it. In cases where Pawns are rapidly moving in and out of sublevels, this can cause a crash in the subsequent functions.

Licensee reporting this provided a reproduction case for this, but the setup would require a complicated project with multiple intricate sublevels (resulting in the loading times for said sublevel being higher than with a blank one), so the crash has not been reproduced locally.

Current code:

			// Remove any pawns from the pawn list that are about to be streamed out
			for( FConstPawnIterator Iterator = GetPawnIterator(); Iterator; ++Iterator )
			{
				APawn* Pawn = Iterator->Get();
				if (Pawn->IsInLevel(Level))
				{
					RemovePawn(Pawn);
					--Iterator;
				}
				else if (UCharacterMovementComponent* CharacterMovement = Cast<UCharacterMovementComponent>(Pawn->GetMovementComponent()))
				{
					// otherwise force floor check in case the floor was streamed out from under it
					CharacterMovement->bForceNextFloorCheck = true;
				}
			}

Suggested code:

			// Remove any pawns from the pawn list that are about to be streamed out
			for( FConstPawnIterator Iterator = GetPawnIterator(); Iterator; ++Iterator )
			{
				APawn* Pawn = Iterator->Get();
				if (Pawn != nullptr)
				{
					if (Pawn->IsInLevel(Level))
					{
						RemovePawn(Pawn);
						--Iterator;
					}
					else if (UCharacterMovementComponent* CharacterMovement = Cast<UCharacterMovementComponent>(Pawn->GetMovementComponent()))
					{
						// otherwise force floor check in case the floor was streamed out from under it
						CharacterMovement->bForceNextFloorCheck = true;
					}
				}
			}

Regression?: No
This code was present in 4.15

Steps to Reproduce

N/A - Source code issue

Have Comments or More Details?

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Fixed
ComponentUE - Gameplay
Affects Versions4.164.174.184.19
Target Fix4.20
Fix Commit3991836
CreatedDec 12, 2017
ResolvedApr 12, 2018
UpdatedApr 27, 2018
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