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.
I am not able to find world outliner how to enable it?
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Delay nodes occasionally don't fire the "Completed" output in a nativized build
Is it correct to delete the uobject element of array?
How can i modify the param name in EQS node
Teleporter in the Creative Hub is Locked and cannot be accessed
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
What property of the Slider is the image used when dragging?
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 | 5.6 |
Created | Jan 19, 2024 |
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Updated | Oct 11, 2024 |