A crash occurs when switching back and forth between levels when using seamless travel. This happens if a multicast was called and if it contains a member variable.
Result: The Standalone windows will crash when navigating back to the first map
Expected: The levels would change back and forth with no issues
Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp] [Line: 196] UBlueprintGeneratedClass::GetAuthoritativeClass: ClassGeneratedBy is null. class '/Game/Map1.Map1_C' UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419] UE4Editor_Engine!UBlueprintGeneratedClass::GetAuthoritativeClass() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:196] UE4Editor_UnrealEd!FMemberReference::ResolveMember<UFunction>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\classes\engine\memberreference.h:319] UE4Editor_UnrealEd!`anonymous namespace'::FixOverriddenEventSignature() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:6167] UE4Editor_UnrealEd!FBlueprintEditorUtils::ConformImplementedEvents() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:6238] UE4Editor_Engine!UBlueprint::PostLoad() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\blueprint.cpp:775] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:994] UE4Editor_CoreUObject!FAsyncPackage::PostLoadObjects() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:6281] UE4Editor_CoreUObject!FAsyncPackage::TickAsyncPackage() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:5545] UE4Editor_CoreUObject!FAsyncLoadingThread::ProcessAsyncLoading() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4468] UE4Editor_CoreUObject!FAsyncLoadingThread::TickAsyncThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4979] UE4Editor_CoreUObject!FAsyncLoadingThread::TickAsyncLoading() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4714] UE4Editor_CoreUObject!ProcessAsyncLoading() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:6873] UE4Editor_CoreUObject!StaticTick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:489] UE4Editor_Engine!UGameEngine::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\gameengine.cpp:1220] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3339] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] kernel32 ntdll
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-58016 in the post.
11 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.19.1 |
Created | Apr 20, 2018 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |