With 4.11 preview 8, my game will crash at random timing. My game was not crashing with 4.10.2 and 4.10.4.
The level being played has 9 of streamed sub levels. None of sub levels causing a crash when played individually.
Reducing number of actors helped a bit. But not enough to solve.
I have started to think this is a bug in engine side.
I may able to investigate what causing crash if you suggest some ideas.
So please tell me what I can check still.
I have attached crash dump and log to this post.
(Edited)
Thank you for your helping!! I’m really looking for running my game on Apple TV.
I just figured out crash is not happening when following conditions ware made.
Starting BehaviorTree several seconds after streaming of level
TickInterval of AIController is 0.0
However, crash is not occurring in empty project even though above conditions ware false.
I guess sub levels with bunch of StaticMesh ond/or custom AIController defined in C++ is necessary to crash.
Now it’s looks like core issue is in my side. Apologize if I wasted your time.
Does this occur in a clean, blank project with no additional content or is it limited to one project?
Not yet tested really. I’ll do proper test as soon as possible.
What steps are you taking to stream/unload your levels?
GameState subclass is streaming all levels serially. No level streaming volumes are involved. I have also tested with “Always Loaded” level streaming method.
Is this a blueprint or C++ project?
Initially it was Blueprint project. But converted to C++ project quite while ago.
Does this seem limited to a specific sublevel?
No. it was related with BehaviorTree or custom nodes.
Have you found a workaround that resolves the error?
→ Yes, by ether set TickInterval of AIController to 0.0 or completely avoid to use ReceiveTick event in AIController blueprint.
Do you have steps I can take to reproduce this on my end?
→ No. Unfortunately.
Is the AI spawning in the sublevel or is it in the persistent level?
→ AI was spawning in sublevels.
Thank you for the reply. I am happy to hear you found a solution for your error. For now, I will mark this as answered for tracking purposes. If this occurs again and you find steps I can take to reproduce it, I will be glad to take another look.