The main landscape actor's outer level's WorldSettings gets nullified by GC on PIE end, which leads to this problem. For some reason, this only seems to occur with the attached custom game mode : it doesn't occur with the default game mode.
This has been reported by at least 2 different licensees via the UDN linked internally.
Result: assertion accessing WorldSettings from ULevel::GetWorldSettings while resolving a soft object ptr :
Assertion failed: WorldSettings != nullptr [File:...\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 3230] /Temp/UEDPIE_0_Untitled_1.Untitled_1:PersistentLevel
Then crash accessing WorldPartition as part of ULevel::ResolveSubobject.
> UnrealEditor-Engine.dll!ULevel::GetWorldSettings(bool bChecked) Line 3230 C++ Symbols loaded.
[Inline Frame] UnrealEditor-Engine.dll!ULevel::GetWorldPartition() Line 3292 C++ Symbols loaded.
UnrealEditor-Engine.dll!ULevel::ResolveSubobject(const wchar_t * SubObjectPath, UObject * & OutObject, bool bLoadIfExists) Line 4516 C++ Symbols loaded.
UnrealEditor-Engine.dll!UWorld::ResolveSubobject(const wchar_t * SubObjectPath, UObject * & OutObject, bool bLoadIfExists) Line 9397 C++ Symbols loaded.
UnrealEditor-CoreUObject.dll!FSoftObjectPath::ResolveObjectInternal(const wchar_t * PathString) Line 734 C++ Symbols loaded.
UnrealEditor-CoreUObject.dll!FSoftObjectPath::ResolveObjectInternal() Line 717 C++ Symbols loaded.
UnrealEditor-Landscape.dll!TSoftObjectPtr<ALandscape>::Get() Line 965 C++ Symbols loaded.
UnrealEditor-Landscape.dll!ALandscapeStreamingProxy::GetLandscapeActor() Line 1712 C++ Symbols loaded.
UnrealEditor-Landscape.dll!ALandscapeProxy::CanHaveLayersContent() Line 11863 C++ Symbols loaded.
UnrealEditor-Landscape.dll!ALandscapeProxy::BeginDestroy() Line 11801 C++ Symbols loaded.
UnrealEditor-CoreUObject.dll!UObject::ConditionalBeginDestroy() Line 1220 C++ Symbols loaded.
UnrealEditor-CoreUObject.dll!UnhashUnreachableObjects(bool bUseTimeLimit, double TimeLimit) Line 5928 C++ Symbols loaded.
UnrealEditor-CoreUObject.dll!UE::GC::PostCollectGarbageImpl<1>(EObjectFlags KeepFlags) Line 5547 C++ Symbols loaded.
UnrealEditor-CoreUObject.dll!UE::GC::FReachabilityAnalysisState::PerformReachabilityAnalysisAndConditionallyPurgeGarbage(bool bReachabilityUsingTimeLimit) Line 5746 C++ Symbols loaded.
[Inline Frame] UnrealEditor-CoreUObject.dll!UE::GC::CollectGarbageInternal(EObjectFlags) Line 5302 C++ Symbols loaded.
UnrealEditor-CoreUObject.dll!CollectGarbage(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 5986 C++ Symbols loaded.
UnrealEditor-UnrealEd.dll!UEditorEngine::EndPlayMap() Line 479 C++ Symbols loaded.
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2473 C++ Symbols loaded.
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 550 C++ Symbols loaded.
UnrealEditor.exe!FEngineLoop::Tick() Line 5869 C++ Symbols loaded.
[Inline Frame] UnrealEditor.exe!EngineTick() Line 69 C++ Symbols loaded.
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++ Symbols loaded.
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 266 C++ Symbols loaded.
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 317 C++ Symbols loaded.
[Inline Frame] UnrealEditor.exe!invoke_main() Line 102 C++ Symbols loaded.
UnrealEditor.exe!__scrt_common_main_seh() Line 288 C++ Symbols loaded.
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2 |
Component | UE - World Creation - Procedural Tools - PCG Core |
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Affects Versions | 5.5 |
Target Fix | 5.6 |
Created | Dec 17, 2024 |
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Updated | Feb 4, 2025 |