4.22 Crash when opening level stream levels or when performing level stream unload and loads

So in 4.22 I’m getting this when loading a level steam based level from the content browser or when processing a level steam unload and load in the game:
Assertion failed: Component->IsPendingKill() || Component->GetMarkedForEndOfFrameUpdateState() == EComponentMarkedForEndOfFrameUpdateState::MarkedForGameThread [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp] [Line: 1035]

Is there a way to wait for pending kills before loading or something? Or is this just something i dont really have control over until a patch?

Submitted to https://epicsupport.force.com/

I get the same error when I try to compile the parent BP when a use its child BP as a child actor in a third BP…
e.g. I have a tank frame with a child actor component. This component will be set to a tank top bp. The tank top bps are all children of a tank top parent class. If I compile the tank top parent class when the child bp is referred as a child actor, the editor crashes with the error given by the op.

–kg

I get the same crash, but mine happens when adding new components at runtime.

Exact same crash as you.

“Assertion failed: Component->IsPendingKill() || Component->GetMarkedForEndOfFrameUpdateState() == EComponentMarkedForEndOfFrameUpdateState::MarkedForGameThread [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp] [Line: 1035]”

I have the exact same issue when adding the component

This would explain a lot the map I’m opening has parenting everywhere. Does anyone have a simple example that can force this issue Epics defect department is asking me for a project but mine is my entire game so i cant easily break it down into that simple test case. Can someone give me a test to send to epic?

I found the issue that I was having, it was being caused by creating multiple components with the same name causing the registration to fail

oh well i get the exact same issue at the exact same line trying to compile interaction inventory bpc because there are a few items of that interaction inventory in sub levels of stream map…

Fixed in 4.22.1