Branch: ‘Binary’ build from Unreal Launcher
Build version: 4.7.1
Detailed description of issue: Topic says it all, if you use ServerTravel / Open console commands with same map set in DefaultEngine under TransitionMap= engine crashes.
Thought I report it as engine crashes should never be something to just happen even when you mess up.
Repro Steps:
- Create blank project.
- save map
- set map as transition map
- create custom GameMode and have “UseSeamlessTravel” checked (use it either in WorldOverride or DefaultProject Gamemode)
- play map in editor
- use servertravel in console
Update:
So I did some more testing. A very important part seems to be that you actually play map in editor that is 1. transition map and 2. map with useseamlesstravel. If you press play while on another map you can travel just fine…also, only “ServerTravel” crashes while “Open” worked in my recent testing (guess “Open” does not even consider using seamlesstravel). I zipped my test project and updated steps nessessary to reproduce crash.
Remember if you reopen a project you have to switch to map first as it is not default map for UE to open!
CrashTest
MachineId:
EpicAccountId:
Unknown exception - code 00000001 (first/second chance not available)
Ensure condition failed: !ActorComponent->IsRegistered() || ActorComponent->GetScene() != this [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp] [Line: 1822]
Component Name: Scene
KERNELBASE + 37901 bytes
UE4Editor_Core!NewReportEnsure() + 19 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformcrashcontext.cpp:390]
UE4Editor_Core!FDebug::EnsureFailed() + 700 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:347]
UE4Editor_Renderer!FScene::Release() + 555 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\rendererscene.cpp:1818]
UE4Editor_Engine!UWorld::FinishDestroy() + 171 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:436]
UE4Editor_CoreUObject!UObject::ConditionalFinishDestroy() + 450 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:593]
UE4Editor_CoreUObject!StaticAllocateObject() + 2479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1800]
UE4Editor_CoreUObject!StaticConstructObject() + 785 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2226]
UE4Editor_CoreUObject!StaticDuplicateObjectEx() + 583 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1431]
UE4Editor_CoreUObject!StaticDuplicateObject() + 368 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1391]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEWorldByDuplication() + 1223 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:3310]
UE4Editor_Engine!FSeamlessTravelHandler::SeamlessTravelLoadCallback() + 355 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:4192]
UE4Editor_Engine!TBaseRawMethodDelegateInstance<0,FSeamlessTravelHandler,void __cdecl(FName const & __ptr64,UPackage * __ptr64)>::ExecuteIfSafe() + 14 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
UE4Editor_CoreUObject!FAsyncPackage::FinishObjects() + 945 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:894]
UE4Editor_CoreUObject!FAsyncPackage::Tick() + 972 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:360]
UE4Editor_CoreUObject!ProcessAsyncLoading() + 621 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:1111]
UE4Editor_Engine!UWorld::Tick() + 1543 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:1065]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 5618 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1329]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]