It's possible to create a level sequence player in a level that's being torn down. Event end play is one example, but the original report comes from a situations that's harder to avoid. Creating a level sequence player spawns a level sequence actor, which causes the crash if the level is being torn-down.
RESULT
The editor crashes.
> UE4Editor-LevelSequence-Win64-Debug.dll!ULevelSequencePlayer::CreateLevelSequencePlayer(UObject * WorldContextObject, ULevelSequence * InLevelSequence, FMovieSceneSequencePlaybackSettings Settings, ALevelSequenceActor * & OutActor) Line 61 C++
UE4Editor-LevelSequence-Win64-Debug.dll!ULevelSequencePlayer::execCreateLevelSequencePlayer(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 496 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execCallMathFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 860 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execLetObj(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2617 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
UE4Editor-CoreUObject-Win64-Debug.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1025 C++
UE4Editor-CoreUObject-Win64-Debug.dll!ProcessScriptFunction<void (_cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param_Result, void[Image Removed](UObject *, FFrame &, void *) ExecFtor) Line 828 C++
UE4Editor-CoreUObject-Win64-Debug.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1058 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execLocalFinalFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2923 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Z_Param__Result) Line 339 C++
UE4Editor-CoreUObject-Win64-Debug.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1025 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1086 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5542 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1916 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 798 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::ReceiveEndPlay(EEndPlayReason::Type EndPlayReason) Line 1884 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::EndPlay(const EEndPlayReason::Type EndPlayReason) Line 2184 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::RouteEndPlay(const EEndPlayReason::Type EndPlayReason) Line 2153 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::TeardownPlaySession(FWorldContext & PieWorldContext) Line 735 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::EndPlayMap() Line 295 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1960 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 414 C++
UE4Editor-Win64-Debug.exe!FEngineLoop::Tick() Line 4850 C++
UE4Editor-Win64-Debug.exe!EngineTick() Line 63 C++
UE4Editor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 172 C++
UE4Editor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 257 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-92808 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.24, 4.25 |
Target Fix | 4.25.1 |
Created | May 6, 2020 |
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Resolved | May 6, 2020 |
Updated | Aug 26, 2020 |