Description

If you have a sub level with "Initially Loaded" set to true and "Initially Visible" set to false it will crash after exiting PIE.

This issue was reported and tested in 4.20.1 (CL-4233996). It has been reproduced in Main 4.21 (CL-4234136). This is a regression from 4.19.2 (CL-4033788).

Steps to Reproduce
  1. Open the UE4 Editor
  2. Create a new First Person Template project
  3. Create a new Default Level and save it
  4. In the FirstPersonExampleMap add the created Default Level
  5. Click on the Default Level and summon the Level Details
  6. Check "Initially Loaded" and close the Level Details window
  7. Play in Selected Viewport and then press ESC

Results: The Editor crashes

Expected: PIE exits successfully

Callstack
KERNELBASE.dll!UnknownFunction []
UE4Editor-ApplicationCore.dll!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowserroroutputdevice.cpp:65]
UE4Editor-Core.dll!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor-Core.dll!FMsg::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\logging\logmacros.cpp:64]
UE4Editor-MessageLog.dll!FMessageLogListingModel::AddMessageInternal() [d:\build\++ue4\sync\engine\source\developer\messagelog\private\model\messageloglistingmodel.cpp:81]
UE4Editor-MessageLog.dll!FMessageLogListingViewModel::AddMessages() [d:\build\++ue4\sync\engine\source\developer\messagelog\private\presentation\messageloglistingviewmodel.cpp:156]
UE4Editor-Core.dll!FMessageLog::Flush() [d:\build\++ue4\sync\engine\source\runtime\core\private\logging\messagelog.cpp:198]
UE4Editor-Core.dll!FMessageLog::~FMessageLog() [d:\build\++ue4\sync\engine\source\runtime\core\private\logging\messagelog.cpp:95]
UE4Editor-UnrealEd.dll!UEditorEngine::EndPlayMap() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:490]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1957]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor.exe!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3495]
UE4Editor.exe!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor.exe!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
KERNEL32.DLL!UnknownFunction []
ntdll.dll!UnknownFunction []

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Fixed
ComponentGameplay
Affects Versions4.20.14.21
Target Fix4.20.2
Fix Commit4247987
CreatedJul 31, 2018
ResolvedAug 1, 2018
UpdatedNov 9, 2018