[4.25] EndOverlap triggers after closing window if involved with Streaming Levels

Hello everyone!

I’ve noticed a weird thing with Collision Volumes. On my project I work with Streaming Levels to load and unload parts of my map on the fly. I have naturally placed some collision volumes on these streaming levels.

PROBLEM: if either the collision volume or the character is part of a streaming level, then OnActorEndOverlap triggers when you close the game’s window (hit escape in the editor).
It does NOT trigger if both the volume and the character are inside the persistent level, which would be correct, expected behaviour.

In my main project I get a red error message everytime I close the preview window when my character is inside such a volume. I suppose I am doing stuff in my endoverlap trigger refering to something that is pending kill since the game is being closed. It’s really annoying.

Is it a known issue, or maybe an intended behaviour? If so how can I get around that? There’s no “window is being destroyed” condition afaik.
I don’t know if this is still a thing in 4.26, I’ve been working in 4.25 from the start and haven’t felt the need to upgrade my version.

HOW TO REPRODUCE:

1/ Create a basic Third Person template. Add a new streaming level that’s always loaded.
2/ Create an actor “TriggerBox” with this code inside:
BugEndOverlap2

3/ Place two of these boxes in the level, one being part of the streaming level and the other part of the persistent level.

4/ Hit play, go inside one of the box (Begin Overlap triggers), then hit escape. It will yield a different result depending on the box you’re in. The left one will trigger End Overlap since it’s not part of the persistent level.

Output Log with Left Box:

Output Log with Right Box:

5/ Bonus: if you place the Character in the Streaming Level 1, now both EndOverlap will trigger, indicating that if either the character or the volume is part of a streaming level this will happen.

Thanks for reading and helping :slight_smile:

I’ve tried this, I always get ‘end overlap’, but I don’t get an error. I assume that’s something else you have there… ( 4.26.2 )

Hey, thanks for answering :slight_smile:

The “EndOverlap” is the problem. That means the fact of closing the game triggers stuff, which is disturbing to me.

You’ll only get an innocuous message at first but if the flow occurring after this EndOverlap trigger gets more complex it can create some errors.

In my case (this is just an example) Unreal fails to detect my PlayerController so there’s a node based on PlayerController which fails everytime but I don’t want to call this trigger when I’m closing the game in the first place :confused:

Sorry, gotta “up” the thread just in case someone can help me on that matter or acknowledge we’ve got to “live with it” :x