Description

When calling set fade out on a decal during design time via a custom event that is setup to be called in editor a crash will occur when clicking PIE

Steps to Reproduce
  1. Download attached project
  2. Open project
  3. Select the Decal Crash actor
  4. Click the "RemoveDecal" button in the details panel
  5. After 2 seconds click PIE

Result: The editor will crash
Expected: The decal would be removed and the play session would start without issue

Callstack
LoginId:ea8cdcd54e3691a62f8838a5364b34c6
EpicAccountId:ccbf39de6f9245c0aa23f8e57cc8a566

Assertion failed: WorldSettings != nullptr [File:E:\UE4DevMainStream\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 1675]

UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [e:\ue4devmainstream\engine\source\runtime\core\private\misc\assertionmacros.cpp:418]
UE4Editor_Engine!DispatchCheckVerify<void,<lambda_846b686dc5f37e0eef1fb2a0e501b27c> >() [e:\ue4devmainstream\engine\source\runtime\core\public\misc\assertionmacros.h:161]
UE4Editor_Engine!ULevel::GetWorldSettings() [e:\ue4devmainstream\engine\source\runtime\engine\private\level.cpp:1675]
UE4Editor_Engine!UWorld::GetWorldSettings() [e:\ue4devmainstream\engine\source\runtime\engine\private\world.cpp:4367]
UE4Editor_OculusHMD!OculusHMD::FOculusHMD::OnStartGameFrame() [e:\ue4devmainstream\engine\plugins\runtime\oculus\oculusvr\source\oculushmd\private\oculushmd.cpp:632]
UE4Editor_OculusHMD!OculusHMD::FOculusHMD::OnBeginPlay() [e:\ue4devmainstream\engine\plugins\runtime\oculus\oculusvr\source\oculushmd\private\oculushmd.cpp:516]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [e:\ue4devmainstream\engine\source\editor\unrealed\private\playlevel.cpp:3047]
UE4Editor_UnrealEd!UEditorEngine::SpawnIntraProcessPIEWorlds() [e:\ue4devmainstream\engine\source\editor\unrealed\private\playlevel.cpp:2570]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [e:\ue4devmainstream\engine\source\editor\unrealed\private\playlevel.cpp:2481]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [e:\ue4devmainstream\engine\source\editor\unrealed\private\playlevel.cpp:1276]
UE4Editor_UnrealEd!UEditorEngine::Tick() [e:\ue4devmainstream\engine\source\editor\unrealed\private\editorengine.cpp:1530]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [e:\ue4devmainstream\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [e:\ue4devmainstream\engine\source\runtime\launch\private\launchengineloop.cpp:3946]
UE4Editor!GuardedMain() [e:\ue4devmainstream\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [e:\ue4devmainstream\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [e:\ue4devmainstream\engine\source\runtime\launch\private\windows\launchwindows.cpp:269]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Callstack without Oculus HMD hooked up

LoginId:ea8cdcd54e3691a62f8838a5364b34c6
EpicAccountId:ccbf39de6f9245c0aa23f8e57cc8a566

Assertion failed: WorldSettings != nullptr [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 1657] /Game/UEDPIE_0_Untitled.Untitled:PersistentLevel

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_Engine!ULevel::GetWorldSettings() [d:\build\++ue4\sync\engine\source\runtime\engine\private\level.cpp:1657]
UE4Editor_Engine!UWorld::GetWorldSettings() [d:\build\++ue4\sync\engine\source\runtime\engine\private\world.cpp:4118]
UE4Editor_Engine!UGameViewportClient::Init() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameviewportclient.cpp:387]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:3036]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:2433]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:1268]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1605]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3495]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll

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Fixed
ComponentGameplay - Blueprint
Affects Versions4.224.20.34.21.2
Target Fix4.22
Fix Commit4923884
Main Commit4923887
Release Commit4923884
CreatedFeb 5, 2019
ResolvedFeb 6, 2019
UpdatedFeb 16, 2019