If the Open Level node is called on a persistent level Whttp://crashreporter/Crashes/Show/1838504 then the editor will freeze is the call is made through code or crash if done through blueprints.
Crash reporter:
https://answers.unrealengine.com/questions/256544/bug-c-openlevel-feeez-if-i-try-to-open-streaming-l.html
1. Open UE4Editor (any project)
2. Create two new levels
3. With Level1 as the current level, go to Window->Levels
4. Drag Level2 from content browser to Levels list to add it below Persistent Level
5. Open Level Blueprint for Level1 and add call to Open Level Node set to Level2.
6. Play in Editor and use call to Open Level
Result:
When used in blueprint Editor crashes with callstack shown. When used through code Editor hangs after call to Open Level is made.
Expected:
Open Level command jumps to the specified level name when called.
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0
EpicAccountId:c807849e05a0413d99e379f2802cae9c
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: (CastChecked<UPackage>(WorldContext.World()>GetOutermost())>PackageFlags & PKG_PlayInEditor) == PKG_PlayInEditor [File[Image Removed]:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engin
KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_Engine!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\unrealengine.cpp:9186]
UE4Editor_Engine!UEngine::Browse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\unrealengine.cpp:8360]
UE4Editor_Engine!UEngine::TickWorldTravel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\unrealengine.cpp:8535]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1277]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.8.1, 4.9 |
Target Fix | 4.9 |
Fix Commit | 2618766 |
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Created | Jul 14, 2015 |
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Resolved | Jul 14, 2015 |
Updated | Apr 27, 2018 |