To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and its Outer (the world) pointer is now hanging.
It seems that the outer of the AutoDestroySubsystem (UWorld) can end up being a garbage pointer when the subsystem is still in the Tickables list, but the world has been destroyed.
The user mentioned this being an issue in their unit tests, where they create and destroy a lot of UWorld objects.
We can probably fix this by updating the condition on when we tick via the FTickableGameObject interface.
> GameClient-Win64-Debug.exe!UStruct::IsChildOf(const UStruct * SomeBase) Line 476 C++
GameClient-Win64-Debug.exe!UObjectBaseUtility::IsA<UWorld>() Line 504 C++
GameClient-Win64-Debug.exe!UWorldSubsystem::GetWorld() Line 14 C++
GameClient-Win64-Debug.exe!UAutoDestroySubsystem::Tick(float DeltaTime) Line 89 C++
GameClient-Win64-Debug.exe!FTickableGameObject::TickObjects(UWorld * World, int InTickType, bool bIsPaused, float DeltaSeconds) Line 151 C++
GameClient-Win64-Debug.exe!UGameEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1804 C++
GameClient-Win64-Debug.exe!FEngineLoop::Tick() Line 4871 C++
GameClient-Win64-Debug.exe!EngineTick() Line 63 C++
GameClient-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 172 C++
GameClient-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 257 C++
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-96602 in the post.
1 |
Component | UE - Gameplay |
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Affects Versions | 4.25, 4.26 |
Target Fix | 4.26 |
Fix Commit | 14104909 |
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Created | Aug 10, 2020 |
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Resolved | Aug 13, 2020 |
Updated | Jun 29, 2023 |
10597 - pierricgimmig |