(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.