In a commandlet, when FScopedEditorWorld exits, it leaves references behind and prevents garbage collection of the PersistentLevel and non-spatial actors.
This leads to an issue when a second FScopedEditorWorld is created with the same UWorld*, references to transient actors that have been GC'd persist and can cause a crash in FStreamingGenerationContext::FStreamingGenerationContext.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-204330 in the post.
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Component | UE - World Creation - Worldbuilding Tools - World Partition |
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Affects Versions | 5.2 |
Target Fix | 5.5 |
Created | Jan 19, 2024 |
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Updated | Feb 13, 2024 |